Lower Anti Tank Mine Damage....
-
USMCMIDN
- Posts: 981
- Joined: 2009-07-25 16:32
Lower Anti Tank Mine Damage....
I looked under the search numerous times so if this suggestion is out there already I do not mean to upset the devs....
anyway
I am sick of seeing a Tank or a APC running over 1 anti tank mine and it completely destroying a tank or an APC.
Now the way a Anti Tank mine works is mainly damaging the treads of the tank and making it immobilized so that infantry can take it out with more anti tank weapons. Looking online and finding information on M1 Abrams being hit in the Gulf war (early 90s before any up grades to their armor was made) the tanks were simply immobilized with out any casualties looking for other tank casualties in Iraq 2003 1 Abram ran over a tank mine with over 1000 pounds of explosives and killed 2 members of the tank but even then it was not destroyed only disabled and immobilized (but this was with over 1000 pounds of explosives also) History of the M1 Abrams - Wikipedia, the free encyclopedia
I suggest the anti tank mine only disables and immobilizes the tank with out any casualties toward the crew (insurgents can easily kill a immobile tank with RPGs and IED ive seen it done on Basra many a time)
Now with the APCs I suggest not only they be immobilized but the driver on the APCs be killed and the crew and gunner wounded and not killed this gives them a chance to heal up and repair the vehicle and the insurgents a better chance of killing them all (insurgents easily can kill an immobile APC ive seen it 100 times)...
if the engine cant do this maybe 1/3 of the apcs be completely destroyed and the rest be immobilized!
Google Image Result for http://www.dragoons.org/wp-content/uploads/2009/10/65581_102215563.jpg
https://rdl.train.army.mil/soldierPorta ... 0/appc.htm
I think this is more realistic and can make the game more like real life....
anyway
I am sick of seeing a Tank or a APC running over 1 anti tank mine and it completely destroying a tank or an APC.
Now the way a Anti Tank mine works is mainly damaging the treads of the tank and making it immobilized so that infantry can take it out with more anti tank weapons. Looking online and finding information on M1 Abrams being hit in the Gulf war (early 90s before any up grades to their armor was made) the tanks were simply immobilized with out any casualties looking for other tank casualties in Iraq 2003 1 Abram ran over a tank mine with over 1000 pounds of explosives and killed 2 members of the tank but even then it was not destroyed only disabled and immobilized (but this was with over 1000 pounds of explosives also) History of the M1 Abrams - Wikipedia, the free encyclopedia
I suggest the anti tank mine only disables and immobilizes the tank with out any casualties toward the crew (insurgents can easily kill a immobile tank with RPGs and IED ive seen it done on Basra many a time)
Now with the APCs I suggest not only they be immobilized but the driver on the APCs be killed and the crew and gunner wounded and not killed this gives them a chance to heal up and repair the vehicle and the insurgents a better chance of killing them all (insurgents easily can kill an immobile APC ive seen it 100 times)...
if the engine cant do this maybe 1/3 of the apcs be completely destroyed and the rest be immobilized!
Google Image Result for http://www.dragoons.org/wp-content/uploads/2009/10/65581_102215563.jpg
https://rdl.train.army.mil/soldierPorta ... 0/appc.htm
I think this is more realistic and can make the game more like real life....
-
Gore
- Retired PR Developer
- Posts: 2491
- Joined: 2008-02-15 21:39
Re: Lower Anti Tank Mine Damage....
I think it's good as it is. Anti tank mines are also used for area denial. Damaging system in PR doesn't always work as intented, -If people can just drive over mines they'd be doing it all the time and putting down mines would be in vain.
I often have very bad luck predicting where to place the mines, and when I finally get a kill for it I believe I deserve that.
Always look out for mines.
I often have very bad luck predicting where to place the mines, and when I finally get a kill for it I believe I deserve that.
Always look out for mines.
-
DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: Lower Anti Tank Mine Damage....
^^totally support in case of tanks, give it only 50% damage(or at what rate vehicle gets critical)
so i wouldn go as far as killing crew, immobility by itself will be enough
also, tanks are pretty wide, put 2 mines and it will get pwnd like now with 1 mine
this is debatable, 8 wheeled APC are very good in keeping mobility after AT mine, even if they are not new-gen with improved mine-protectionNow with the APCs I suggest not only they be immobilized but the driver on the APCs be killed and the crew and gunner wounded and not killed this gives them a chance to heal up and repair the vehicle and the insurgents a better chance of killing them all (insurgents easily can kill an immobile APC ive seen it 100 times)...
so i wouldn go as far as killing crew, immobility by itself will be enough
if you get immobilized by mine you cant simply drive over it, since you will be pretty much f*ed upIf people can just drive over mines they'd be doing it all the time and putting down mines would be in vain.
also, tanks are pretty wide, put 2 mines and it will get pwnd like now with 1 mine
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
-
USMCMIDN
- Posts: 981
- Joined: 2009-07-25 16:32
Re: Lower Anti Tank Mine Damage....
Exactly but still even 2 anti tank mines still wound't kill a NATO tank lol I read someplace where a M1 Abram was hit by a 3000 lb IED and wasn't totally destroyed (it was still mobile and the crew survived) like I said the system needs to change I mean IRL NATO tanks are very hard to kill so are APC (to an extent) how many times was that M1 Abram hit by the T72s in Iraq and still made it w/o and deaths on the crew side? ? ?
once again if this was suggested already I tried looking and do not mean to get the devs mad!
once again if this was suggested already I tried looking and do not mean to get the devs mad!
-
Gore
- Retired PR Developer
- Posts: 2491
- Joined: 2008-02-15 21:39
Re: Lower Anti Tank Mine Damage....
If they can get it to work I'm all for it, but it's almost certain there'll be a flaw with it.DankE_SPB wrote:
if you get immobilized by mine you cant simply drive over it, since you will be pretty much f*ed up
also, tanks are pretty wide, put 2 mines and it will get pwnd like now with 1 mine![]()
-
TheLean
- Posts: 483
- Joined: 2009-03-15 20:26
Re: Lower Anti Tank Mine Damage....
If tanks are not blown up and only immobilized the respawn system for tanks would not work. Thats why you sometimes see players blowing up trucks that are stuck etc, to get them to respawn back in main. Maybe give the tank crew a chance to escape before blowing up the tank is better.
-
Brummy
- Posts: 7479
- Joined: 2007-06-03 18:54
Re: Lower Anti Tank Mine Damage....
Or you could repair it...TheLean wrote:If tanks are not blown up and only immobilized the respawn system for tanks would not work. Thats why you sometimes see players blowing up trucks that are stuck etc, to get them to respawn back in main. Maybe give the tank crew a chance to escape before blowing up the tank is better.
-
DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: Lower Anti Tank Mine Damage....
if 3000lb IED blows up under tank, you can be sure it will be destroyed, unless IED was buried way too deep, look at it as a JDAM which fell far from tank, it might be powerful, but it wont damage it after certain distanceUSMCMIDN wrote:M1 Abram was hit by a 3000 lb IED and wasn't totally destroyed (it was still mobile and the crew survived)
bear in mind engine limitations, for now the immobility is triggered when your vehicle HP reaches certain level, then there is a chance of failure, it could be turret block, immobility or bothExactly but still even 2 anti tank mines still wound't kill a tank
so you will have to live with either 2 mines kill or it will be far easier to disable tank with other weapons
yeah, ofc if it wont work, then leave as it is, but if its possible, would be greatGoreZiad wrote:If they can get it to work I'm all for it, but it's almost certain there'll be a flaw with it.
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
-
USMCMIDN
- Posts: 981
- Joined: 2009-07-25 16:32
Re: Lower Anti Tank Mine Damage....
well thats the thing it forces the coalition forces to either repair it or destroy it like in real life... To this day the US has never lost a M1 Abram tank to enemy forces. All Abrams that were so badly hit where they could be repaired but due to the circumstance there was no way of getting that vehicle back to base safely the US forces themselves destroyed to deny enemy forces. So it is very realistic... And with the APC and Tanks being destroyed it would implement a whole convoy being forced to stop and repair and take care of wounded (in pr a logi truck would have to come up from the convoy and repair the vehicle, medics/corpsman would need to dismount their hums and would also need to come up and treat the wounded, that is assuming APCs and tanks dont run off and do their own thing which in so many cases they do but in that case the insurgents like I said could easily kill everyone after all team work is the key to this game and that encourages more team work for the coalition forces ya know)TheLean wrote:If tanks are not blown up and only immobilized the respawn system for tanks would not work. Thats why you sometimes see players blowing up trucks that are stuck etc, to get them to respawn back in main. Maybe give the tank crew a chance to escape before blowing up the tank is better.
and I think the current system can do what I suggested because I have seen RPGs get a shot off at APCs and disable them so they couldn't move, so I am sure the devs could easily do this...and if the system couldnt do the whole wound thing for the APCs maybe just disable them to where they beep with that annoying siren.
as far as the 3000 lb IED it was a story i heard from a army friend I did not read it typo my bad but thats y I did not sight.... but this has to be at leas 1500 lbs http://www.liveleak.com/view?i=fadc431531 and these people state not sure on the clarity of their sources Abrams have run over 1000lbs of explosives and survived http://www.fuckfrance.com/topic/3455186 ... atton.html now IDK if my friend failed to mention the IED was buried to deep (which I know for a fact that happens a lot in Iraq heres a cool video http://www.vidmax.com/video/3557/Deep_b ... th_a_road/ but now that you say that and looking online something must of went wrong with that IED if it was 3000 lbs)
but still something should be done in game
Last edited by USMCMIDN on 2009-12-27 14:45, edited 5 times in total.
-
freeway
- Posts: 118
- Joined: 2009-05-20 02:22
Re: Lower Anti Tank Mine Damage....
have u ever think of ppl who laying mines on roads how many times they success ? and how manytimes have u played as a sabber ? give ppl on the otherside a chance to win would ya ? u get frustrated or r you blind ? most of the time u could see mines from miles away , we cant bury them can we ? come on think b4 u suggest anything for f** sake
AKA AlexanderK-47
"The sniper is a very necessary person. He serves to remind us that we are war."
A .303 round at +2500 fps will remove a leg if it impacts the mid to lower thigh, thus resulting in death for most circumstances
No word of a lie ever since i downloaded this mod on January, i havent gone near the BF2 icon lol!
"The sniper is a very necessary person. He serves to remind us that we are war."
A .303 round at +2500 fps will remove a leg if it impacts the mid to lower thigh, thus resulting in death for most circumstances
No word of a lie ever since i downloaded this mod on January, i havent gone near the BF2 icon lol!
-
USMCMIDN
- Posts: 981
- Joined: 2009-07-25 16:32
Re: Lower Anti Tank Mine Damage....
well its a game based on reality and besides insurgents win 2/3 of the time anyway and chill out no need to swear and get angry my friendfreeway wrote:have u ever think of ppl who laying mines on roads how many times they success ? and how manytimes have u played as a sabber ? give ppl on the otherside a chance to win would ya ? u get frustrated or r you blind ? most of the time u could see mines from miles away , we cant bury them can we ? come on think b4 u suggest anything for f** sake
ps many a time i have seen guys who dont no what they are doing take the tank or apcs and run over mines so I believe they are very successful
Last edited by USMCMIDN on 2009-12-27 13:48, edited 1 time in total.
-
Herbiie
- Posts: 2022
- Joined: 2009-08-24 11:21
Re: Lower Anti Tank Mine Damage....
Mines need to be the same otherwise Insurgents wouldn't stand a chance 
This is not a MilSim - it's a game, sacrificing Reality for Balance is acceptable.
Also mine's aren't very successful as half decent drivers just know not to drive through the city - or if they do to be bleeding careful about it.
Also the US have lost several hundred tanks to this day. Little thing called the Second World War and Panther tanks
And Freeway has a point - think about being an insurgent before you make a suggestion. The only thing that gives insurgents a chance against a good BLUFOR team is the fact that US vehicles can't get in close because of mines, and RPGs. The reason insurgents win all the itme is because we (as a community) are learning the best spots to mine, where the BLUFOR forces will probably land etc. etc.
Also how often do you see an M1A2 blown up by mines? On Kashan? Not Likely... Oh and has anyone told you this is a game? Not real life? It'll never be able to recreate real warfare - if you want that go get an application form for your local Regiment
This is not a MilSim - it's a game, sacrificing Reality for Balance is acceptable.
Also mine's aren't very successful as half decent drivers just know not to drive through the city - or if they do to be bleeding careful about it.
Also the US have lost several hundred tanks to this day. Little thing called the Second World War and Panther tanks
And Freeway has a point - think about being an insurgent before you make a suggestion. The only thing that gives insurgents a chance against a good BLUFOR team is the fact that US vehicles can't get in close because of mines, and RPGs. The reason insurgents win all the itme is because we (as a community) are learning the best spots to mine, where the BLUFOR forces will probably land etc. etc.
Also how often do you see an M1A2 blown up by mines? On Kashan? Not Likely... Oh and has anyone told you this is a game? Not real life? It'll never be able to recreate real warfare - if you want that go get an application form for your local Regiment
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Lower Anti Tank Mine Damage....
I fully support this in the case of tanks
and to an extent for APCs
Mines are about area denial not pwning stuff when you aint watching imo.
its also more fun
like a pack of hyenas figuring out how to kill a wounded wilderbeast
and to an extent for APCs
Mines are about area denial not pwning stuff when you aint watching imo.
its also more fun
like a pack of hyenas figuring out how to kill a wounded wilderbeast
Last edited by Rudd on 2009-12-27 14:49, edited 1 time in total.
-
USMCMIDN
- Posts: 981
- Joined: 2009-07-25 16:32
Re: Lower Anti Tank Mine Damage....
you are right we have but I meant never lost an M1 Abram thanks for catching that that was my mistake and I have changed it in the past post but it was clear that I was talking about them...Herbiie wrote:Mines need to be the same otherwise Insurgents wouldn't stand a chance
This is not a MilSim - it's a game, sacrificing Reality for Balance is acceptable.
Also mine's aren't very successful as half decent drivers just know not to drive through the city - or if they do to be bleeding careful about it.
Also the US have lost several hundred tanks to this day. Little thing called the Second World War and Panther tanks![]()
And Freeway has a point - think about being an insurgent before you make a suggestion. The only thing that gives insurgents a chance against a good BLUFOR team is the fact that US vehicles can't get in close because of mines, and RPGs. The reason insurgents win all the itme is because we (as a community) are learning the best spots to mine, where the BLUFOR forces will probably land etc. etc.
Also how often do you see an M1A2 blown up by mines? On Kashan? Not Likely... Oh and has anyone told you this is a game? Not real life? It'll never be able to recreate real warfare - if you want that go get an application form for your local Regiment![]()
and many a time I have been yelled at by other players telling me this is not a game but a sim and I think they do have a point for the most part and according to many game editorials and all the awards PR has won in the past it is a game based on a realistic combat environment so says wiki lol http://en.wikipedia.org/wiki/Project_Reality and I joined the military at age 17 so im 2 yrs ahead of you on getting that application form lol!
also i play insurgents all the time, they are one of my preferred factions I just want a game based on reality to be as realistic as possible and i think its prety sweet that an average joe can make models and suggest future elements of the game...as for the mines yes they should be a way of denying the enemy passage or route and if the devs do change this it will continue to do so no sane driver is going to drive up to a cashe or through a city or even a heavily defended area to get disabled or wounded and then RPGd and killed ya know, they still will have the effect of denying the enemy as they do now and like I said b4 insurgents win 2/3 of the time anyway.
Last edited by USMCMIDN on 2009-12-27 15:04, edited 5 times in total.
-
Herbiie
- Posts: 2022
- Joined: 2009-08-24 11:21
Re: Lower Anti Tank Mine Damage....
Those players are wrongUSMCMIDN wrote: and many a time I have been yelled at by other players telling me this is not a game ... and I joined the military at age 17 so im 2 yrs ahead of you on getting that application form lol!
also i play insurgents all the time, they are one of my preferred factions I just want a game based on reality to be as realistic as possible and i think its prety sweet that an average joe can make models and suggest future elements of the game...as for the mines yes they should be a way of denying the enemy passage or route and if the devs do change this it will continue to do so no sane driver is going to drive up to a cashe or through a city or even a heavily defended area to get disabled or wounded and then RPGd and killed ya know, they still will have the effect of denying the enemy as they do now and like I said b4 insurgents win 2/3 of the time anyway.
And My Application has already gone through and I start basic in April
A Realistic Combat Enviroment =/= MilSim. It's realistic, but it's still a game. If mines become less Powerful then IEDs need to become more powerful, seeing as even an Arty IED can't take out an APC....
Also like I said - there's only 1 tank vs Insurgents and that's a Chally 2 on Basrah
-
USMCMIDN
- Posts: 981
- Joined: 2009-07-25 16:32
Re: Lower Anti Tank Mine Damage....
The game is based on reality even in the heading of the games name Project REALITY so itshould be more realistic and who knows there could be more maps with tanks ya know ive been lookin at the new maps and who says the devs wont put a tank in 1 or 2 of those? ? ?Herbiie wrote:Those players are wrong
And My Application has already gone through and I start basic in April
A Realistic Combat Enviroment =/= MilSim. It's realistic, but it's still a game. If mines become less Powerful then IEDs need to become more powerful, seeing as even an Arty IED can't take out an APC....
Also like I said - there's only 1 tank vs Insurgents and that's a Chally 2 on BasrahThough that has better armour than an M1A2 so yeah lol
and lets stop with the non sense of what tank is more armored and better in my experience every modern 3rd gen NATO tank is pretty much equal and anyone who has trained with foreign nato militaries will tell you the same assuming they can get past pride in their own nation. So lets keep the discussion on topic shall we?
Last edited by USMCMIDN on 2009-12-27 15:28, edited 1 time in total.
-
Drunkenup
- Posts: 786
- Joined: 2009-03-16 20:53
Re: Lower Anti Tank Mine Damage....
This is a response and further extension of the "Lower Anti Tank Mine Damage".
As said in the last thread, the arguement over lowering Anti Tank mine damage wouldn't allow tanks to not be disabled. But rather I'd like to see the Anti Tank Mines on Insurgency lowered in damage to the extent where a tank can roll over one and be able to continue running without being heavily damaged. APCs and other IFVs though should only be damaged to the extent where they are disabled.
On my side of the debate I'd like to ask for the Sapper kit with the AT Mines (Insurgency) to only be available at the Squad level and for one per squad. This would reduce the Mine spam that I've seen in ridiculous numbers.
As said in the last thread, the arguement over lowering Anti Tank mine damage wouldn't allow tanks to not be disabled. But rather I'd like to see the Anti Tank Mines on Insurgency lowered in damage to the extent where a tank can roll over one and be able to continue running without being heavily damaged. APCs and other IFVs though should only be damaged to the extent where they are disabled.
On my side of the debate I'd like to ask for the Sapper kit with the AT Mines (Insurgency) to only be available at the Squad level and for one per squad. This would reduce the Mine spam that I've seen in ridiculous numbers.
-
arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: Lower Anti Tank Mine Damage....
If the insurgent mines could be buried, but half the damage, i would like to see this.
I can imagine insurgents with an RPG's covering the mine, as soon something rolls over it, they get their RPG in position to finish him off
I can imagine insurgents with an RPG's covering the mine, as soon something rolls over it, they get their RPG in position to finish him off
-
USMCMIDN
- Posts: 981
- Joined: 2009-07-25 16:32
Re: Lower Anti Tank Mine Damage....
I could live with this lol but you could of said this in my thread....Drunkenup wrote:This is a response and further extension of the "Lower Anti Tank Mine Damage".
As said in the last thread, the arguement over lowering Anti Tank mine damage wouldn't allow tanks to not be disabled. But rather I'd like to see the Anti Tank Mines on Insurgency lowered in damage to the extent where a tank can roll over one and be able to continue running without being heavily damaged. APCs and other IFVs though should only be damaged to the extent where they are disabled.
On my side of the debate I'd like to ask for the Sapper kit with the AT Mines (Insurgency) to only be available at the Squad level and for one per squad. This would reduce the Mine spam that I've seen in ridiculous numbers.
-
freeway
- Posts: 118
- Joined: 2009-05-20 02:22
Re: Lower Anti Tank Mine Damage....
if u cant keep those tanks/apcs out of town u loose or other word u ll get raped . nothing could kill these tanks accept mines and bomb cars , but i dont see a bomb car kills a apc or a tank very often which is extremely rare . and at the end of the game those ppl in tank sq or apc sq always have 30 + kills so it is safe to say apc and tanks ARE raping us . if u want realistic u should add jets and attack choppers dropping jdams so u dont have to die , this is a game and dieing sometimes is frustrating . why we r playing as insurgents knowing that we ll die a lot ? because we know there is a chance that those idiots driving a tank will run over a mine we cant bury lol (wtf ?) so this raping will be over and we have a fair fight since RPGs cant reach them and bomb cars just fail . But now u saying we should lower mines damage ? it is like u telling us wait till the tank run over 2 mines so it could be killed . who would be that dump not to repair the damn tank b4 get back to the fight .
AKA AlexanderK-47
"The sniper is a very necessary person. He serves to remind us that we are war."
A .303 round at +2500 fps will remove a leg if it impacts the mid to lower thigh, thus resulting in death for most circumstances
No word of a lie ever since i downloaded this mod on January, i havent gone near the BF2 icon lol!
"The sniper is a very necessary person. He serves to remind us that we are war."
A .303 round at +2500 fps will remove a leg if it impacts the mid to lower thigh, thus resulting in death for most circumstances
No word of a lie ever since i downloaded this mod on January, i havent gone near the BF2 icon lol!



