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10 Seconds Maximum Under Water?

underwater maximum duration

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NameWasStolenStresslevel #21 Posted 10 October 2018 - 12:48 PM

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i hope no one got the impression that i dont know a tank cant fire under water. I meant that if a tank is underwater it is suppose to release a tons of bubbles because of the many unfilled opaque spaces that once go underwater takes time to fill with water and release the oxygen or air out in the process of filling said spaces (ie inside track, inside those many spaces a tank have) with water.

 

also the tank would not be able to remain under water completly for more than few seconds, UNLESS there is an exaustion system, like a long tube or pipe that remains always stick out in the surface, always. It would take few seconds for an engine the size of a tank to stop working without proper exaustion system. HAHAHA even for an arcade game we have some degree of realism.

 

also i meant that arty would be able to hide the whole game, park in the beach outside the water to take a shot, then hide again for another 30 seconds, in those 2 minutes ending battles would end in draws or arty would somehow manage to win... Because of 400% camo bost underwater

 

also not only arty, i see many maps that this could be exploited extremely. by all tank types. But obviously with arty it would be more op since its already op and it would be able to perma reset cap and other annoyin stuff arty do.


Edited by NameWasStolenStresslevel, 10 October 2018 - 12:51 PM.

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Ezz #22 Posted 10 October 2018 - 12:54 PM

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Additional drowning repair mechanic, in addition to the double repair, if within X games happens again it is 5x repair, and if happens a further time you lose the tank permanently.

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FramFramson #23 Posted 10 October 2018 - 01:07 PM

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I only recently noticed that if your tank is drowned (for whatever reason) an oil slick forms on the surface of the water. That's was kind of cool to discover.

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_Sammich_ #24 Posted 10 October 2018 - 01:31 PM

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View PostEzz, on 10 October 2018 - 04:54 AM, said:

Additional drowning repair mechanic, in addition to the double repair, if within X games happens again it is 5x repair, and if happens a further time you lose your account permanently.

FTFY


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kookookichoo #25 Posted 10 October 2018 - 03:09 PM

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oooo can we have depth charges and torpedoes??

Mother_Of_All_Rommel #26 Posted 10 October 2018 - 03:12 PM

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View Postkookookichoo, on 10 October 2018 - 03:09 PM, said:

oooo can we have depth charges and torpedoes??

WoWs getting submarine. So maybe WoT going to get attack helicopter class someday.


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Lee_Shawran #27 Posted 10 October 2018 - 03:35 PM

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View Post_EzioAuditore_, on 10 October 2018 - 01:42 AM, said:

i wonder if implementing this would prevent players from drowning by accident.. Possibly.

 

but tell me, if you're accidentally pushed down to a river and you have a device to help you alive, how you can get back to the ground ? most of the terrain at the river, the lake and the sea are very slope, when you're down, you're down to the bed of it.

I think if anyone want a new implement, it should be a device to turn a tank back when it's overturned 


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LetsCamp_1 #28 Posted 10 October 2018 - 04:38 PM

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I believe every tank has antenna. if the antenna can act as a snorkel tube... and the drown countdown wont start until the entire tank plus antenna is fully submerged. But the 400% camo is activated immediately after the tanks top "Static View Range Port" is submerged.
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mttspiii #29 Posted 10 October 2018 - 04:54 PM

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View PostLetsCamp_1, on 10 October 2018 - 04:38 PM, said:

I believe every tank has antenna. if the antenna can act as a snorkel tube... and the drown countdown wont start until the entire tank plus antenna is fully submerged. But the 400% camo is activated immediately after the tanks top "Static View Range Port" is submerged.

 

So like deep wading and the like? You'd need a proper snorkel for that; a snorkel is a different kit for fording rivers and the like. Antennas can't be used as snorkels because they're too narrow and could barely provide the needed air for even one nostril. And since they're so close to the radio, you'd have a small chance of electrocuting your Radioman instead.

 

A deep wading snorkel below: That's actually the smallest snorkel I can find, similar to what the Soviets used; the Sherman snorkel looks like a building's ventilation shaft welded on the tank. The standard NATO snorkel is practically a commander's cupola turned into a conning tower.

 

Camo for being underwater? So...paired with binocs we could use any body of water as a super-bush for spotting...except your viewports are submerged  so you can't see anything but fish either.


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s70blackhawk #30 Posted 10 October 2018 - 05:25 PM

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You may have your wish... But you have to drive around the map looking like an idiot all the time with the deep wading attachment on!!!... LOL

That'd be pretty funny on Prokhorovka trying to kemp bush though..

 


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Mother_Of_All_Rommel #31 Posted 10 October 2018 - 06:24 PM

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View Posts70blackhawk, on 10 October 2018 - 05:25 PM, said:

You may have your wish... But you have to drive around the map looking like an idiot all the time with the deep wading attachment on!!!... LOL

That'd be pretty funny on Prokhorovka trying to kemp bush though..

 

Overlord beach ambush squad would be a legit strat.


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LetsCamp_1 #32 Posted 10 October 2018 - 08:57 PM

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Oh 1 more thing. Any shell from the air to water that cross the surface of water should slow down to 1 meter per second. And remain on that speed until it hits obstacle. If its a H.E, then its damage is reduced by like 33.33% but the splash radius is inrcreased by 66.66% because water is incompressible. Fire from under water must be enabled only if the tip of the gun is surfaced / outside of the water surface. Keep in mind that the entire turret is still disabled and the whole hull must be moved to aim. So the tank must adjust & aim the turret properly before submerging.
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MessyMix #33 Posted 11 October 2018 - 01:54 AM

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View PostLetsCamp_1, on 10 October 2018 - 08:57 PM, said:

Oh 1 more thing. Any shell from the air to water that cross the surface of water should slow down to 1 meter per second. And remain on that speed until it hits obstacle. If its a H.E, then its damage is reduced by like 33.33% but the splash radius is inrcreased by 66.66% because water is incompressible. Fire from under water must be enabled only if the tip of the gun is surfaced / outside of the water surface. Keep in mind that the entire turret is still disabled and the whole hull must be moved to aim. So the tank must adjust & aim the turret properly before submerging.

 

Even without factoring in air resistance, a shell with 1 m/s velocity has a maximum theoretical range of 0.1019716 meters.

 

Good luck.


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pokeranger24 #34 Posted 11 October 2018 - 02:41 AM

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BTW guys how good is Siege Mode underwater ?


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LetsCamp_1 #35 Posted 11 October 2018 - 10:18 AM

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View Postpokeranger24, on 11 October 2018 - 02:41 AM, said:

BTW guys how good is Siege Mode underwater ?

 

Bingo! you have hit a jackport Sir! I am sooo trying this tonight :D
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Vader108 #36 Posted 11 October 2018 - 12:20 PM

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View Postpokeranger24, on 11 October 2018 - 04:41 AM, said:

BTW guys how good is Siege Mode underwater ?

 

pretty sure that’s the new “limpet” mode coming in 1.3

 



Mother_Of_All_Rommel #37 Posted 11 October 2018 - 01:48 PM

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By doing underwater arty strike, I just realised the aim time is bit longer then what its writen in stat. Very risky shenanigans, almost drown few time.

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LetsCamp_1 #38 Posted 11 October 2018 - 03:35 PM

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Ah, while submerged, reload should be disabled.
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pokeranger24 #39 Posted 11 October 2018 - 03:42 PM

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View PostLetsCamp_1, on 11 October 2018 - 03:35 PM, said:

Ah, while submerged, reload should be disabled.

 

What about CGC and M55 ?

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Sir_Direkin #40 Posted 11 October 2018 - 06:11 PM

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View Postpokeranger24, on 11 October 2018 - 03:42 PM, said:

What about CGC and M55 ?

 

CGC is just a bunker, it doesn't fire anything. It just needs to be at radio depth to link up with the orbital ion cannon.

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