Let's say I have a tank behind a hedgerow(I have recon in the hedge row seeing the enemy tanks). On the other side of the hedgerow is a group of enemy vehicles and tanks. The closest tank to the point where my tank starts to come into view of the enemy formation is a Panzer 4, there is another King Tiger, that won't be in line of sight to the engagement with the Panzer 4 but it's techincally in range but out of line of sight. The turret on my tank will follow the King Tiger because it is the higher threat, but the actual high threat vehicle is the Panzer 4 that's right infront of me. If issuing a Q move to start the fight, I will lose out on some valuable time where the hull of the tank will traverse the opposite direction the turret needs to traverse( because the AI is trying to put the frontal armor forward ), until the aim timer starts and those crucial moments are what usually win/lose an engagement.
This is the main problem with the M10 Wolverine and Panzer 4, or any tank with slow turret traverse.
Can there be a function for the player to "right click" the primary target so the tank can keep itself aligned to your selected threat? Instead of letting the AI determine what the threat is off your recon, and when you actually engage what is in line of sight, the AI changes target to what it can actually hit and now making adjustments to the hull and turret while the fight is on.
It works the same way with AT guns, you lose out on valuable time when they're turn to face another target that you really didn't want it to face in the first place.
This is the main problem with the M10 Wolverine and Panzer 4, or any tank with slow turret traverse.
Can there be a function for the player to "right click" the primary target so the tank can keep itself aligned to your selected threat? Instead of letting the AI determine what the threat is off your recon, and when you actually engage what is in line of sight, the AI changes target to what it can actually hit and now making adjustments to the hull and turret while the fight is on.
It works the same way with AT guns, you lose out on valuable time when they're turn to face another target that you really didn't want it to face in the first place.