One of the worst bugs for me is that while zoomed in, when you are traversing your hull/ turning left or right, your bullets/ rounds go to the side of where you’re aiming. In un-zoomed first person view the crosshairs actually move left or right, but these don’t like up with your historical zoom sights meaning if you turn your tank at all while shooting you will miss where you’re aiming… Even worse there is a cool down, so you have to wait like a second before firing if you want to be accurate!.
First person aiming has an insane amount of input lag that magically disappears when you use the scope. Here’s a video I found on YouTube showing the bug:
It’s even more obvious when you play the video at 0.25 speed.
The input lag may disappear visually, but it does not disappear for your MG/ cannon… This is the worst part… Try it for yourself, fire your machine gun then rotate the hull! The amount of times I miss case rounds because of it is crazy.
Blenheim STILL does not resupply main cannon ammo.
New glitch on PS4 where the touchpad will stop working while in a vehicle preventing you from changing the size of the mini-map. Glitch goes away when you respawn but can still reoccur on next spawn.
Not a gitch, the turret keeps turning to show the momentum of their massive gun being swung around. You can even see it in 3rd if you pay attention, the cannon swings slightly past and then back on target. It disappears when zoomed because the turret is being turned much more slowly and deliberately.
If you notice, there’s no delay to start rotation, and if (s)he had bothered to demonstrate it you would find that the stopping delay gets shorter the slower you rotate the turret.
Of all the glitches I’ve seen here, the only one I’m familiar with is the 1st person reticle taking a moment to render, it isn’t really a glitch though, but it’s still an unintended problem. It’s a frequent occurrence, happening whenever you leave 1st person for more than a few seconds.
This is a terrible choice for tanks as it renders them useless in close quarters as you are always forced to use the sight to be accurate therefore sacrificing you’re field of view. No wonder tanks just camp and never play the objective, if this doesn’t get fixed i will never bother to use tanks
Its so frustrating to have the turret swing back and forth as you try and fight it to shoot just one person. The light tanks show this the worst. I understand about the turret moving but why would that momentum not carry while zoomed in? I bring it up because again the tanks have two turning settings based purely on if you are zoomed in or not. How does that make sense. If the behavior was uniform across all zooms and views then at least itd be an easier fix, but because they are not uniform it means that there is a deeper issue and more complex. Ive also noticed that since the last patch the Staghound stutters now when moving the turret while in non-zoomed in first person mode. It jerks to the side you are turning before moving smoothly and then sliding past where you want it to stop.
I have this in the bug list: Spotting Flare Launcher on tanks shoot the flare about 3 meters in front of them onto the ground instead of up in the air at an angle. This renders them virtually useless except in a few niche situations
And then in patch notes there is this: Improved the behavior of the flares on the Panzer 38t
Should I leave this up or take down and mark as complete?
This is fixed:
– On PC, when you set your analogue controls to the vehicle controls, forward,backwards, right, left. They randomly in game lock to the rear of the tank when you zoom and stay that way until your tanks destroyed. @MBT_Layzan
Not on your list but also fixed:
– I have a nice little bug or perhaps a design flaw but anyone driving a light tank will know how when you stop your forward momentum and hold back to reverse you end up continuing forward and turning goes all opposite to what you intend. Only way to stop this is by then going forward and preventing the tank from spinning around. This has cost me countless engagements and has even made me crash into objects. It’s like the tank just goes rogue.
Are you noticing them disabling your tracks? Frontally a direct hit to the tracks deals a max side damage multiplier, the Tiger has a huge frontal track surface area, and is a very easy target, this often leads to an increased TTK vs the Tiger than anticipated.
When I 1 v 1 Tigers I ALWAYS win because I make sure every single hit is on their tracks.
Also note that the Tiger’s HEAT round has the highest damage output of any AT round in game, hit their weak spot with that and it’s over.