The 3D game is supposedly the selling point for Muzzle Velocity . Despite the range restriction it is great fun to hop into the heat of battle and blast away at targets. Some of the up-close action gets very frenetic as tracers, shells, artillery and aircraft all whistle around. The modelling of weapons and armour penetration is apparently reasonably realistic, but there's too many features which are not. Tanks have turning circles that are way too tight and turret rotation seems too fast.
Artillery have no smoke ammo.
Buildings collapse under one burst of MG fire. Planes can be shot down by coaxial MG fire. Engaging the enemy is often a bit of a joke - a red reticle highlights enemies rather like the Wing Commander targeting system, but it also picks out enemies hidden behind buildings or slopes. Worse, hitting things in 3D is too easy, especially armour firing main guns at infantry at 200m or more away. Riding in 3D is fun, but because the combat is easy, it's often also too easy to get a much better result by jumping into 3D mode at the right place rather than letting the battle resolve itself in tactical mode.