TOW/Bradley's TOW changes?

General discussion of the Project Reality: BF2 modification.
Hunt3r
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TOW/Bradley's TOW changes?

Post by Hunt3r »

Has there been a change in the velocity of the TOWs in PR? Also, is there a change in the flight path of them? While testing it out in Kashan, I noticed that the bot Bradleys have the TOW a top-attack pattern.

The single-man Bradleys don't seem to have the "wait 7-14 seconds being still before firing", however.
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Cossack
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Re: TOW/Bradley's TOW changes?

Post by Cossack »

It's just Co-op. ;)
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Hunt3r
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Re: TOW/Bradley's TOW changes?

Post by Hunt3r »

Weird, why would they have top-attack for some but not others?
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ma21212
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Re: TOW/Bradley's TOW changes?

Post by ma21212 »

The Bradley on kashan is useless.....just sayin, do we have to stand still for 14 seconds when we see a tank THEN we can shoot? thats what happend yestruday and I only lived b/c he didnt see us
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Hunt3r
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Re: TOW/Bradley's TOW changes?

Post by Hunt3r »

The Bradley is supposed to be used as recon, autocannon support, and a moveable TOW emplacement. Use your TOWs defensively, just keep still and wait from a distance to where you think enemy armor would move.

If you encounter a BMP-3 and you haven't managed to let your TOW ready up, spray APDS. You will kill it faster than standing still for 14 seconds praying that the gunner is a terrible shot.

If you think they've developed tunnel vision, stay still and stay with the TOW, and hope someone is covering you.

It takes 25 shots to kill the BMP-3 on Kashan, so you take about 8 seconds to kill one BMP-3. If you are directly behind him, and his gun is directly forward, he has about 2-3 seconds of time to spin around. If he switches to autocannon from something else, that's another 1 second of delay. It takes about 15 rounds for the BMP-3 to kill you, so that gives you about 3 seconds before you die. If his reaction is delayed by 2-3 seconds, you will basically win without taking any fire at all.

So if you think he's caught onto what's going on, spray autocannon, you might live to tell the tale. If you think he's too busy firing at something else to catch on, then hope that they decide to fire a few more cannon rounds before turning around.

Or if a friendly tank is around, call them in to finish the guy off with a single clean shot.
Last edited by Hunt3r on 2010-10-24 22:27, edited 1 time in total.
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ma21212
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Re: TOW/Bradley's TOW changes?

Post by ma21212 »

dude... i know you cant shoot the TOW on the move, but why wait 14 seconds after you stop?
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Drunkenup
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Re: TOW/Bradley's TOW changes?

Post by Drunkenup »

Well you be honest, If I'm in a Bradley, I would roll with a column of M1A2s around me. Now the thing is IRL is that the Bradley can not have the TOW assembly ready on the move because it can cause damage to the launcher, but as soon as it stops, it can open and fire. Why can't we just have that? Or like a 4 second penalty to replicate the process of readying the launcher?
RealKail
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Re: TOW/Bradley's TOW changes?

Post by RealKail »

The 10-14 second wait time after moving to utilize the TOW missles on vehicles is probably the WORST addition I've seen to this mod. It's a death-trap and makes people not want to use them at all.

Any armor unit you encounter is going to have wasted you by the time your TOW launcher is ready to fire. Your only hope in hell is to set up somewhere and become a TOW sniper.

I understand realism is the goal, but it's still a game guys. This just made a fairly useful asset nearly un-usable in most fast-paced combat scenarios. If we're going to go that far, let's just go ahead and dis-allow respawning. That's realistic.
ComradeHX
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Re: TOW/Bradley's TOW changes?

Post by ComradeHX »

RealKail wrote:The 10-14 second wait time after moving to utilize the TOW missles on vehicles is probably the WORST addition I've seen to this mod. It's a death-trap and makes people not want to use them at all.

Any armor unit you encounter is going to have wasted you by the time your TOW launcher is ready to fire. Your only hope in hell is to set up somewhere and become a TOW sniper.

I understand realism is the goal, but it's still a game guys. This just made a fairly useful asset nearly un-usable in most fast-paced combat scenarios. If we're going to go that far, let's just go ahead and dis-allow respawning. That's realistic.
So, how would you feel if you were in the tank that ran into an enemy APC (both you and the enemy were moving at top speed until encountering eachother around a corner or something) only to be blown up 0.5 seconds later after "wssshhhhh...pow!" ...

Go support the infantry if you want to shoot on the move/all the time.

We might aswell replace all the tanks with APC armed with TOW...
Drunkenup
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Re: TOW/Bradley's TOW changes?

Post by Drunkenup »

ComradeHX wrote:So, how would you feel if you were in the tank that ran into an enemy APC (both you and the enemy were moving at top speed until encountering eachother around a corner or something) only to be blown up 0.5 seconds later after "wssshhhhh...pow!" ...

Go support the infantry if you want to shoot on the move/all the time.

We might aswell replace all the tanks with APC armed with TOW...
APCs will always be overshadowed by tanks. If were doing this to the Bradley, why isn't out BMP-3 counterpart being anti-tank-compromised as well?
Target_Practice_117
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Re: TOW/Bradley's TOW changes?

Post by Target_Practice_117 »

ComradeHX wrote: Go support the infantry if you want to shoot on the move/all the time.
We might aswell replace all the tanks with APC armed with TOW...
^This is the answer... The APC isn't designed or placed on the battle field to destroy tanks... leave that to the heavy's.

The APC is Inf support / armored trans. the main gun is to engage light mechanical or infantry only. the TOW is a defensive weapon as already stated.

If you want to fight heavy armor... you need one too!
Hunt3r
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Re: TOW/Bradley's TOW changes?

Post by Hunt3r »

Drunkenup wrote:Well you be honest, If I'm in a Bradley, I would roll with a column of M1A2s around me. Now the thing is IRL is that the Bradley can not have the TOW assembly ready on the move because it can cause damage to the launcher, but as soon as it stops, it can open and fire. Why can't we just have that? Or like a 4 second penalty to replicate the process of readying the launcher?
The wait is to simulate the readying of the launcher to it's proper position.
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Drunkenup
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Re: TOW/Bradley's TOW changes?

Post by Drunkenup »

Hunt3r wrote:The wait is to simulate the readying of the launcher to it's proper position.
But 14 seconds seems quite excessive.
dtacs
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Re: TOW/Bradley's TOW changes?

Post by dtacs »

Drunkenup wrote:But 14 seconds seems quite excessive.
It is, same with the Spandrel. The BRDM's on Fools are negated by the fact that the Warriors can simply see the Spandrel coming from across the map, and that it has to sit still often in open, exposed positions in an attempt to get the enemy armor.

When I was crewing it we came up on a Challenger and luckily we were about 200m to its side and it didn't see us, but we managed to get the TOWs up up time.
Hunt3r
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Re: TOW/Bradley's TOW changes?

Post by Hunt3r »

It should be toned down. Unless the vehicle is incapable of keeping the guidance systems and missiles ready on the move, they should be able to fire their wire-guided missiles as soon as the velocity drops below 5 mph or 8 km/h.

The Bradley is a special exception, but it should only have a time penalty that is realistic, and assumes that both missiles are ready to fire as soon as the launcher raises to it's proper position.
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chrisweb89
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Re: TOW/Bradley's TOW changes?

Post by chrisweb89 »

And if possible make it possible so you can move at a walking pace with tows loaded. You can't move more than 5m without the TOW locking up.
Eddie Baker
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Re: TOW/Bradley's TOW changes?

Post by Eddie Baker »

Drunkenup wrote:APCs will always be overshadowed by tanks. If were doing this to the Bradley, why isn't out BMP-3 counterpart being anti-tank-compromised as well?
The BMP-3 system uses a laser-guided SACLOS rather than wire-guided SACLOS missile, so it can be fired on the move at slow speeds, provided the designating laser has a clear line of sight to the target; no wires to get caught on obstacles. Operating any kind of SACLOS missile from a moving platform is difficult, though.

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CommunistComma
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Re: TOW/Bradley's TOW changes?

Post by CommunistComma »

Can the Bradley be fired on the move or is there just a massive wait for the TOW to come up?
Because the an actual Bradley can fire on the move NP. I was once SL for a squad and we lost 2 Brads to 1 BMP. It was stupid as hell.
Dulce et decorum est pro patria mori
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Hunt3r
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Re: TOW/Bradley's TOW changes?

Post by Hunt3r »

The Bradley is not capable of being fired on the move, but it is also not capable of firing TOWs on the move.
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Eddie Baker
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Re: TOW/Bradley's TOW changes?

Post by Eddie Baker »

Hunt3r wrote:The Bradley is not capable of being fired on the move, but it is also not capable of firing TOWs on the move.
CommunistComma wrote:Because the an actual Bradley can fire on the move NP.
The Bradley's cannon and coaxial MG are gyro-stabilized and can be fired on the move. Wire-guided SACLOS missiles must be fired from as stable a position as possible; i.e., not while moving cross country at high speed.
Last edited by Eddie Baker on 2010-10-25 03:33, edited 1 time in total.
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