Anti-tank emplacements

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Anti-tank emplacements

Post by badmojo420 »

I was wondering what others thought about the differences between the anti-tank emplacements.

The SPG-9 that the Opfor get, is (in my opinion) at a huge disadvantage versus the rest of them, because the movement is so slow. You get a small angle of movement with your mouse, but beyond that you have to use the WSAD keys to turn the turret at a very slow rate.

The rest of them have free movement with the mouse. Allowing, for example a TOW to swing around a full 360 degrees in almost no time.

This doesn't seem very fair, since the SPG-9 is not the size of an anti-tank cannon, I don't think it should be held to almost the same rotation time. But, I do understand the need to slow it down. It's unrealistic to have any anti-tank emplacement spinning around watching every angle constantly.

So, perhaps this WSAD & mouse combination should be applied to the rest of the anti-tank emplacements. Granted, a TOW is a bit smaller than an SPG-9, so it could be spun around quicker, but the speed at which it can currently be moved in-game, is FAR too fast, you have to consider the soldier shuffling around the tripod as well.

What does everyone else think?

Edit: slowing down the rotation time would also make it harder for a TOW to hit a flying helicopter.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Anti-tank emplacements

Post by ytman »

The rotation of the TOW has been slowed and 'capped' at a certain speed to my understanding.

The SPG-9 isn't supposed to be on par with the TOW; its in a whole other category (in my mind I think INS factions need to get 3 of them) of Light ATG.

Really the weapon caters to the Unconventional force fighting style and its placement should take that into account. You don't place it on a high point like a TOW and lock down an entire corridor, instead you lock down travel in a small area. I've had great success with it and think it needs no real changes, just people need to know how to place it and use it in ambushes effectively.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Anti-tank emplacements

Post by badmojo420 »

I'm not suggesting that the SPG-9 needs to be as good as a TOW, just that in comparison with the other factions AT emplacements, it's clearly at a big disadvantage. And, if that's the way the DEVs want it, perhaps the other AT emplacements should be downgraded slightly to keep the whole system consistent.

Of course, I wouldn't want to slow down the TOW to the speeds of the SPG-9, but having to use WSAD to turn the turret, would allow the DEVs to adjust the rotation speed until they found something that works, without being too unrealistic.

Edit: I just tried it in-game and I can spin the TOW around a full 360 degrees in under 10seconds. With an adjustable mouse I'm sure someone could do it in a couple seconds. And with no deviation, no range, thermals, high zoom, being wire guided & insta-kills everything. It's just a bit too good. Reducing the rotation speed wouldn't hurt it much.
Last edited by badmojo420 on 2011-05-11 01:40, edited 2 times in total.
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Anti-tank emplacements

Post by Mikemonster »

Oh my god.. So you can use the WASD keys to turn it a full-circle, it's not just limited to the FOV given by the mouse?

Oh my god.. I am such a moron..
Von_Gnome
Posts: 563
Joined: 2010-10-22 13:00

Re: Anti-tank emplacements

Post by Von_Gnome »

Mikemonster wrote:Oh my god.. So you can use the WASD keys to turn it a full-circle, it's not just limited to the FOV given by the mouse?

Oh my god.. I am such a moron..
Except it takes a whole round to spin it around
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ryan d ale
Posts: 1632
Joined: 2007-02-02 15:04

Re: Anti-tank emplacements

Post by ryan d ale »

Mikemonster wrote:Oh my god.. So you can use the WASD keys to turn it a full-circle, it's not just limited to the FOV given by the mouse?

Oh my god.. I am such a moron..
I lol'd.


Except it takes a whole round to spin it around.
I lol'd again.


It tkes quite a while to spin them around. I've spun them around enough times to know.

3 SPGs is also another option to keep things interesting.

I think that maybe the TOW does need to be slowed down as a compromise.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Anti-tank emplacements

Post by cyberzomby »

Well, the dev's are also trying to step away from the perfect balance. So in that perspective its a good thing the SPG is less good than the tow. Which is realistic as well. Thats what you get for being an insurgent rather than an army ^_^
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: Anti-tank emplacements

Post by Doc.Pock »

cyberzomby wrote:Well, the dev's are also trying to step away from the perfect balance. So in that perspective its a good thing the SPG is less good than the tow. Which is realistic as well. Thats what you get for being an insurgent rather than an army ^_^
says the guy with an insurgent for his avatar :D
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Anti-tank emplacements

Post by badmojo420 »

cyberzomby wrote:Well, the dev's are also trying to step away from the perfect balance. So in that perspective its a good thing the SPG is less good than the tow. Which is realistic as well. Thats what you get for being an insurgent rather than an army ^_^
The TOW and SPG will never be balanced, they're very different systems in real life.

My point is that in real life, does it take that long to spin around the SPG & TOW? Is it right that we have one factions AT emplacements using a more restrictive control system than the others? Why not apply the restrictive controls to them all?

I mean, we don't have the t60's tank turret being moved with WSAD keys, because it wouldn't be consistent with the other tanks in the game.

The way players interact with things in a game should always be consistent in my opinion.
Last edited by badmojo420 on 2011-05-11 17:57, edited 2 times in total.
Reason: typos
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Anti-tank emplacements

Post by ytman »

I'm fine with increasing the turn speed maybe two fold... but thats it... its an ambush tool to be focused on a specific area....
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: Anti-tank emplacements

Post by Imchicken1 »

Leave it the way it is. Its not supposed to be balanced. The TOW has a full 360 view, while with the SPG you have to move the tripod its self. I think giving a 3rd SPG would be good though
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Reddeath
Posts: 308
Joined: 2010-03-02 01:39

Re: Anti-tank emplacements

Post by Reddeath »

If I remember correctly a Dev stated that the SPG repositioning movement will be increased next patch, probably not as quick as the TOW but it does not need to be.
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cheesus182
Posts: 36
Joined: 2011-05-01 17:45

Re: Anti-tank emplacements

Post by cheesus182 »

Its two entire different factions.
The US spend billions of dollars on their army where as the insurgents can only spend a couple of thousand.

The US are meant to be genuinely superior to the unconventional factions because that is realistic.

I mean in general, for every one US soldier who dies, about 40 Afghans die. (In reality)
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: Anti-tank emplacements

Post by Bellator »

It's fine as it is.
cheesus182
Posts: 36
Joined: 2011-05-01 17:45

Re: Anti-tank emplacements

Post by cheesus182 »

Exactly, i agree with bellator!
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