[Vehicle] M1A2 Abrams with TUSK [WIP]

Making or wanting help making your own asset? Check in here
Post Reply
Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by Ccharge »

I imagine theres strict rules when it comes to the tanks and stuff. The gunners on all the other tanks are exposed so that means there can't be a crows.

M240 is not the same calibre as the other weapons on the tanks and generally does not do as much damage.

It might be realistic but when it comes down to it every tank must rely on skill of your crew in bf2, not the tank.
if you miss him... try, try again
FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by FuzzySquirrel »

Wildstar is done. He just needs a UVer/Texturer.
Image
bakehouse
Posts: 23
Joined: 2009-04-20 00:32

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by bakehouse »

FuzzySquirrel wrote:Wildstar is done. He just needs a UVer/Texturer.
thanks for the reply!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by Rudd »

Ccharge wrote:I imagine theres strict rules when it comes to the tanks and stuff. The gunners on all the other tanks are exposed so that means there can't be a crows.

M240 is not the same calibre as the other weapons on the tanks and generally does not do as much damage.

It might be realistic but when it comes down to it every tank must rely on skill of your crew in bf2, not the tank.
iirc R-DEV Jaymz has stated the DEV team are looking in to giving blufor tanks a faster reload rate than opfor, but giving them less tanks as part of the asymmetry.
Image
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by Eddie Baker »

Ccharge wrote:I imagine theres strict rules when it comes to the tanks and stuff. The gunners on all the other tanks are exposed so that means there can't be a crows.

M240 is not the same calibre as the other weapons on the tanks and generally does not do as much damage.

It might be realistic but when it comes down to it every tank must rely on skill of your crew in bf2, not the tank.
The M240 on this model is a bit superfluous, to be honest, since realistically, if the loader is manning it, the gunner would not be able to operate the main gun.

In real life the M1A1 and upgraded T-72s have the ability for the commander to fire his machine-gun from under armor and the Challenger 2 has a GPMG RWS available, but those require new models. "Bad guy" factions have received newer models before BLUFOR before, so cry me a river. :razz:
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by Hunt3r »

Conman51=US= wrote:it looks sweet...ppl who say taht it wouldnt be put on tank maps like kashan are right though...maybe the devs could use both models..on for insurgency..one for tank wars


dude you should make a NEW LAV and AAV7...that would be sweet...

but to me it seems america is becoming...a bit over powered with all this new stuff...we need new models for other countries
Rightfully so.

I'd at least like to know that our massive defense budget at least does something.
Not_able_to_kill
Posts: 202
Joined: 2008-03-05 11:37

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by Not_able_to_kill »

That is so awesome!

if it gets added to PR, the crew should be like this:

Commander
Driver
Loader
Gunner
[R-DEV]Hitperson: my body is a temple with the fountains flowing fresh with cider and the holy water being scotch.

[R-CON]Rudd: remember, your penis size is proportional
to your post count
ryan d ale
Posts: 1632
Joined: 2007-02-02 15:04

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by ryan d ale »

Dr2B Rudd wrote:iirc R-DEV Jaymz has stated the DEV team are looking in to giving blufor tanks a faster reload rate than opfor, but giving them less tanks as part of the asymmetry.
That's interesting for Asymetric warfare which is always good but I was thinking it should be the other way around and maybe blu for tanks have more HP/Armour?

As far as I'm aware T72s have auto-loaders but I don't know how effective a trained tank crew can compete with the auto loader. Then again one verison of the T72 also has a ATGM attached to the side of it.

Oh well.

Still an interesting idea.

I don't want to sound like an *** either but about the model.... It looks 'nice' but I'm not sure if it's actually detailed well. I could be wrong though.
Project Reality's Unofficial Self-Appointed Anti vehicle mufti
Over 8 years and still not banned ;)
Obligatory Epic Forum Quote (QFT + LOL)
saXoni: "According to ********'s title their server is for skilled people only, so this doesn't make any sense. Are you sure you were playing on ********?"
Image
Indy Media
ReaperAce712
Posts: 135
Joined: 2008-06-08 16:56

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by ReaperAce712 »

[R-DEV]Eddie Baker wrote:The M240 on this model is a bit superfluous, to be honest, since realistically, if the loader is manning it, the gunner would not be able to operate the main gun.

In real life the M1A1 and upgraded T-72s have the ability for the commander to fire his machine-gun from under armor and the Challenger 2 has a GPMG RWS available, but those require new models. "Bad guy" factions have received newer models before BLUFOR before, so cry me a river. :razz:
You mean M1A2 :-D
Image
"Cluster bombing from B-52s is very, very accurate.
The bombs are guaranteed to always hit the ground."
-U.S. Air Force
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by Eddie Baker »

ReaperAce712 wrote:You mean M1A2 :-D
No, I don't. The M1A1 has the ability for the commander to fire his cupola AAMG from under armor via a 3x magnification sight or, on the AIM, a thermal sight installed on the gun mount. The CROWS gives the ability to the M1A2; additional electronics packages in the original A2 upgrade prevented the commander from firing the weapon from under armor. CROWS also gives a much better observation capability and can slew very fast. It kind of makes the Commander's Independent Viewer superfluous.
Jane's Armour and Artillery wrote:The commander is provided with six day periscopes which cover 360º, as well as a day sight with a magnification of ×3 for the 12.7 mm M2 machine gun mounted over his position

Mounted at the commander's station is a standard 12.7 mm (0.50) Browning M2 HB machine gun which can be elevated from -10 to +65º and traversed through 360º. This weapon has powered and manual controls for traverse and manual controls for elevation. The 12.7 mm machine gun has electric power traverse and can be aimed and fired from within the turret.
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by SkaterCrush »

Dr2B Rudd wrote:iirc R-DEV Jaymz has stated the DEV team are looking in to giving blufor tanks a faster reload rate than opfor, but giving them less tanks as part of the asymmetry.
I'd much rather just have a Javelin :P
Image
Image
Image
ReaperAce712
Posts: 135
Joined: 2008-06-08 16:56

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by ReaperAce712 »

Ohh ok i got.. didnt do my homework on this one lol :)
Image
"Cluster bombing from B-52s is very, very accurate.
The bombs are guaranteed to always hit the ground."
-U.S. Air Force
spartan117gw
Posts: 204
Joined: 2006-08-29 04:49

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by spartan117gw »

in real warfare armies operate in many ways differenty, one thing that bugs me about bf2 mods is that they are too symetrical, nothing is different, this could make the gameplay more interesting. similar to how the insurgent cache game mode works, the regular force on force maps aren't as dynamic. there could aslo be some senarios as well, but yeah. cooler tanks, less of them. vs more tanks that arent as cool.
OPERATION HYDRA 40MB SP\MULTI\COOPdownload now!
BF2 ASSAULT. BETTER TOYS, BADDER GUNS, THE ASSAULT IS COMING... intel x6800 core 2 duo 2.93ghz 4gigs ddr2 ram nvidia 7950 gx2 1gig audigy 2 zs soundcard. aka . the coop king.Image
mystats SPARTAN117GW
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by McBumLuv »

spartan117gw wrote:in real warfare armies operate in many ways differenty, one thing that bugs me about bf2 mods is that they are too symetrical, nothing is different, this could make the gameplay more interesting. similar to how the insurgent cache game mode works, the regular force on force maps aren't as dynamic. there could aslo be some senarios as well, but yeah. cooler tanks, less of them. vs more tanks that arent as cool.
Heh, you should see FH2. least symetrical mod I've seen or played to date :p
Image

Image

Image
azreal64
Posts: 188
Joined: 2008-02-10 20:21

Re: [Vehicle] M1A2 Abrams with TUSK [WIP]

Post by azreal64 »

McLuv wrote:Heh, you should see FH2. least symetrical mod I've seen or played to date :p
lol, well you can't exactly call a King Tiger and a Sherman balanced now can ya? Thus the Allies get 5 Shermans to kill 1 KT :razz:
Retired Forgotten Hope 2 Developer
Post Reply

Return to “PR:BF2 Community Modding”