[Tank] Vechicle gameplay fixes

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Damian(>>>PL
Posts: 130
Joined: 2008-12-31 09:12

[Tank] Vechicle gameplay fixes

Post by Damian(>>>PL »

[You don't have to read this]

I like how, and what tanks are in PR, but i see that DEVs dont wrok on them from few versions of PR. So I'd like to suggest some changes that can give everyone who useing them in PR much more posibility, and difficult in doing this.

First and the most important thing in my idee is that tanks will be really difficult to destroy, but easy to do them ETF. Secound is to make, alone tank easy to kill but group of them, power that only secound group of tanks or CAS can stop.

[Suggestions begins here]

Red suggestion are(I think) the most important

1.Give to anytching that can destroy tank much smaller damage, like witch inf(killing one guy is easy, but kill kill this guy is much more difficult). In tanks we are not wounded, in tanks we are losing ability to move, or shoot(but we are still alive, and can be repaired).
After damage that can destroy tank right now, will not destroy tank, but he will lose his engine and ability to move.

So in this suggestion I suggest, to give to anytching(exept CAS) that can destroy tank 2x smaller damage, and when tank have.
50%HP everytching in tank is down, tank can only stay and wait.
35%Tank is on the fire, crewmans inside tank are bleeding, tank is slowely loosing his HP
It's only how I see it, and it can be changed.

2.HF, and Mavericks
UP side of the tank and tank is down, 100% loosed.
Anytching else tank is loosing 65% of his HP.
This rockets have to hit directly in to tank, only then they can penetrate armor.

3.Tracks
Everytching that can penetrate armor can breake them by one hit, but witch really small damage for tanks(LAT, HAT, TOW, RKG).

4.Small damage hitboxes
For example if we hit in RL 50cal on tank roof, tracks, or armor that dont have anytching important bechind it wont destroy tank, in PR it is. You know what i mean ???

5.Incediary granades
I'm sick of incediary granades destroying tanks(I destroyed 4 tanks like that, 3 was chalanger, and once challanger was moving and full HP).
My suggestion is that they can olny breake tracks.

6.Rickosets
I'know they are alredy in PR, but they don't work(vechicles got damage anyway).

7.Stationar TOW damage
Give him the same damage like witch this on vechicles, becouse on small maps we have ussually only light armed vechicles, and big maps are made for vechicles to dominate.

8.Give to any tank his own ability, it will be small add and we always can find way around this(like witch inf MECs are have G3, US have M4 and solidiers have to adapt to what they have in hands).
8.1.If tank have ERA then if rocket hit it tank will get smaller damage then normally(don't work witch normall tank gun).
8.2.Abrams, and Challanger have special armor, so let give to him smaller damage if he got hit from front by other cannon(don't work witch rockets).
8.3.Barrels at back side of tank, can work like ERA.
8.4.Slower moving for hevy armored tanks.
8.5.And more, I don't know what but we can think about it.

I think, adding sometching like that for tanks, will make them much more playable. Right now tanks are almoust the same, inf don't have the same guns why tank crewmans do.

9.Sound of engine
Give sound of engine when gunner is on his position, not driver. Shooting down engine isn't realistic, and giving sound of engine for gunner is the best way to fix this.

10.AA can't do any damage to tanks
I'm sick of Brit AAV destroying tanks from 80m distance(I done it). AAV, APC can't destroy Tanks, and let it stay like that(yes I know BMP and bradley can).
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [Tank] Vechicle gameplay fixes

Post by Psyrus »

1, 4, 8.4, 9 and AA part of 10 I agree with. The rest is meh or no in this poster's opinion (not that mine matters anyway)
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: [Tank] Vechicle gameplay fixes

Post by Hotrod525 »

R-DEV have :

Add heavier armor to tanks,
add new jet engine sound to tank that are using jet engine IRL,
ATGM like TOW are made to destroy modern M.B.T.,
R-Dev change the damage made by single warhead rocket to have minimal to none impact on MBT.
R-Dev add the "own capability" part you're talkin to each tank. CR2 can run over a AT mine without any issue, Abrams have a realy powerfull canon and move fast, Leopard 2 is just insame in term of enduring punishment, T72...have no special capability as far as i known, T90 is freaking powerfull... etc
R-Dev have added damage location a while ago, tracks, turrets, guns, suspension...ETC.

And for AAV, a Tanguska shoot 35mm at 900RPM, THAT will shred a tank into piece. Real MANPAD will be able to lock into the engine of a tank since its hot like hell. ETC ETC. Of course a stinger wont breach a MBT, but if it hit the engine it will make damage and may be even critical one.

APC like M2A3 Bradley have kill more T72 in Iraq than Abrams, proven fact.

Before you suggest things, take the time to realy study at what you're lookin and whether is or not possible with BF2 engine.

BTW : my english suck, serisouly, but yours is EVEN WORST. Google translation power dude..
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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: [Tank] Vechicle gameplay fixes

Post by Dev1200 »

I say yes. Tanks (and all vehicles, really) should have a less obvious "It's permanently destroyed" visual.


For example.. instead of the tank exploding into flames after a set 2-3 hits, it should be more important to knock out critical points on the tank, such as the tracks, the turret, etc. Just getting pure hull damage with AP rounds is very black and white. This will make planning and tactical tanking a lot more.. colorful =)


I agree with most of your suggestions, but I'd also like to add the ability for the drivers camera to be visible, and also add the ability for infantry to destroy the vehicles camera, basically "blinding" the tank. May only be possible with high caliber weapons, such as .50 or 25mm+ cannons, but it would be interesting =)
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Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: [Tank] Vechicle gameplay fixes

Post by Zimmer »

I destroying certain parts by hitting it even possible I know you can have multipliers to damage in different areas, but I dont think you can destroy anything except having a random malfunction, so you cant hit a track and get the tracks to get destroyed etc. as Hitman proposes thats what I have read about what the devs have said.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
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