Interesting, I setup a 2.5mile shooting line off the spawn 500ft above a 1x1 vBase with an open grass sight line until the base which I put trees all over it. I placed tanks in the 6 drone slots. Only about 3 were visible from 2.5 miles out no matter how I set the tree slider. Important thing by turning the tree slider all the way down, it removes that horribly distracting sparkling from the moving leaves. Makes the trees look like KaKa but gets rid of the sparkling.
I used a panther for the shooting tests, past 2000, the AP round is kind of weak. At 3200 it took 3-4 to kill a wirble. 6 for a Firefly and up to 8 for a T34\85. Fortunately I was able to see the hits on the T34, a lot of ricochets at that range which some players may never see depending on their hardware or sliders setup. I remember in AH2 getting long range kills with fewer rounds in the crater on CraterMA.
I tested one of the small vBases with the indestructible hanger and the drones do show up. I can create a tank gunnery range with that tiny vBase so you are 800ft above starting at 3 miles out off the spawn. Probably do it with the Pac tileset to duplicate some of the conditions I placed into the tank caldera on BowlMA. It would be an offline only terrain small enough to put in a zip file download. Then you gents could test shooting at many ranges and graphics slider settings for your best results. The tank drones go boom just like tanks with players in them do in the MA. You would be surprised how off some assumptions about main gun ballistics, penetration, and tank armor are in the game community. Saw that this afternoon with the vBase test I setup.
And I can put in the feature that allows you to spawn a wirble within 800 of the drone path to practice with the lead computing gunsight turned on. Like I asked, are you guys having those line of sight shoot through trees and building problems only with the trees and village buildings on BowlMA?