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Hull Down ?


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I cringe whenever I watch those Youtube game clips of players trying to play the folds in the terrain from 20 feet up and 20 feet back. There's the line in the manual about bullet trajectories - WYSIWYG. If you get down to ground level and direct your tank into position relative to the terrain your chance of success should be greater.

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View=1, lock view to tank. rotate POV to direction of desired move. Move forwards until you can see a hull down view (ridge/wall/terrain in front, bottom of picture and view to where you want above it). Place way point. Hunt if you like for added safety, although doesn't work if you can already see a target or you spot one early before the hull down point.

Think that covers it ;)

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Maybe we get "commander's eye" view and "gunsight" view levels in some future version of the engine ?

That would make setting hull-down and full parade much more easy and safe, and also checking the gunner's field of view possible.

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And once you've set the waypoint, you can select it, select a firing mode and waft the mouse cursor over terrain beyond the crest you're hoping to hide behind, to see what you can see (valid targeting cursor), what you might be able to see ("reverse slope, no aim point") and where you're hull down in respect to (it says by the cursor, even if you've got no LOS according to the LOS matrix). Don't forget to check for tree foliage sightline interference...

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With some armor terrain masking is considerably more tricky than others. Tanks with roof mounted optics instead of a gunner's coax sight can have a parallax problem. The gunner sees the target but the lower-mounted gun tube is pointing into the hillside 4 feet in front of the tank. And you're left wondering why you can't get LOF. Stugs, Jpzs and Hetzers can have this problem.

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