SLAM effectiveness question

General discussion of the Project Reality: BF2 modification.
Aljen
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Joined: 2006-11-14 14:48

SLAM effectiveness question

Post by Aljen »

How is SLAM effective in RL?
I have read it has few modes of operation http://tech.military.com/equipment/view/88701/m2-slam.html
and it could be interesting to implement more of them to PRMM (not only time-bomb version).
How much you would need in RL to destroy a tank or APC?
I think that in PRMM they are not very useful (they are weak and you have just 2 of them if I remember well), but maybe they are modeled exactly like they are in RL.
bosco_
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Post by bosco_ »

SLAM is an anti-materiel and anti-vehicular (through light armor such as a BMP) munition that is light, compact, effective, and readily usable by Special Operation Forces (SOF) units to destroy enemy vehicles, parked aircraft, and ammunition and petroleum sites while avoiding direct contact with the enemy.

More information: http://www.globalsecurity.org/military/ ... s/slam.htm
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jackal22
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Post by jackal22 »

i quite like them, makes it more of a challenge, ive noticed that it takes around 4 to destroy a tank, depending on the damage its already taken, (had an assult re-arming me while i was prone chucking them onto a mec tank which couldnt see me)
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WesleyS
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Post by WesleyS »

My squad had put three on an APC yesterday and it was barely smoking.
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Aljen
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Post by Aljen »

bosco wrote:(through light armor such as a BMP)
Maybe I am working too much or it is because I am not a native english speaker, but that was the line I didn't understand before. :o ops:

So in RL is it mostly effective against lightly armored vehicles.
If is it so, then I understand that you can not easily destroy tanks and APCs with it. But 3-4 of them should destroy such vehicles.

I still think that it would be interesting to be able to use it as proximity mine or time-bomb.
Like to have two weapons which look like SLAM with 2 different scripts on them.
RCRcmdo
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Post by RCRcmdo »

in my opinion, this is a game right, but really u only need one of those charges to render an APC or MBT useless.... the problem in recreating that here, is that the MBTs and APCs dont have specific damage sections.... ie, u cant blow tracks, wheels, damage the engine or turret system to make that vehicule useless, these actions will not result in a catastrophic kill, it only immobolizes them
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{XG} non_compliance
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Post by {XG} non_compliance »

Being that 2 slams do nothing but alert the tank that I am there, I rarely use them. :(

Not to mention that I"ve gotten several TKs from other Spec Ops runing to place their SLAMS as mine detonate...
Aljen
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Post by Aljen »

Maybe with that new damage system in 0.41 it would be possible to at least disable tanks with 2 SLAMS.I was asking also because new patch will increase tanks armor - so not increasing SLAMs effectiveness would make them almost obsolete.

And it would be also good if there would be a way to deactivate SLAMs attached to something without blowing them (like bashing them with wrench multiple times ;) ).
Bodybag2224
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Post by Bodybag2224 »

What about a satchel charge like thing. Similar to the brown packs that I've seen countless times in videos of WWII, Korea, Vietnam. I don't know what the modern equivalent is (could be the C4 for all I know) but it would be a massive explosion rendering any vehicle it is attached to useless, and could be thrown to clear out bunkers, cp, that fountain at the Park CP on that one city map (Grrr)
V3N0N_br
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Post by V3N0N_br »

Bodybag2224 wrote:What about a satchel charge like thing. Similar to the brown packs that I've seen countless times in videos of WWII, Korea, Vietnam. I don't know what the modern equivalent is (could be the C4 for all I know) but it would be a massive explosion rendering any vehicle it is attached to useless, and could be thrown to clear out bunkers, cp, that fountain at the Park CP on that one city map (Grrr)
I think the slam is the exact correspondent to the satchels ! IMO!
I've used many times slam (or C4) to clear buildings. That "garage bunker" in Al Basra is a nice spot to use them - although it's not 100% effective.
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Wasteland
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Post by Wasteland »

I wish the SLAMs were more effective. It would be nice if 2 slams and two nades were enough to make a tank start flaming.

IMO, tanks are overpowered in PR. Especially if you're USMC, because of the light AT aim bug. But even with other factions, the light AT is pretty much useless against armor. You'll never reload and fire enough times to take one out without being spotted.

Even heavy AT isn't going to kill a tank that's a fair distance away and has a driver as well as a gunner.

It seems the only way to take out armor is with more armor. In RL, don't tanks have to be especially cautious when entering an urban setting? Usually infantry are sent ahead first to clear the buildings, no?
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Bodybag2224
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Post by Bodybag2224 »

Thats true JP what I would like to see is one desert combat map that has all of the buildings "open". You can walk into all of them and set up ambushes. Could create some intense infantry fighting. Ejod Desert comes to mind when I think of the type of map. Yeah that map that allows you to walk into all the buildings. I'd find that to be fun. And getting back on topic you would have to be more careful and watch out for RPG, IED ambushes. Oh the carnage :twisted:
danthemanbuddy
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Post by danthemanbuddy »

oh just wait until v.41 the tanks will be realistic and you will be cowering in fear. :)
WNxKenwayy
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Post by WNxKenwayy »

Tanks now are a joke. Next patch they will be rightly so beefed up into the proper machines they should be, while also containing the weakness's inherent in a armored vehicle.
eggman
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Post by eggman »

Yeah I believe the only things higher up than tanks in the food chain in next release will be other tanks, heavy AT kits, AT mines and attack helicopters and attack jets.

If we can get it to work .. we'll probably see if we could make AT mines disable tanks and not explode them like they do currently. Might take more than one release cycle to tweak that to where we want it. The vehicle disabling stuff is er.. a bit experimental hehe.

We have no intention of arbitrarily modelling 2 slams and 2 grenades as being effective against tanks... there's a Heavy AT kit available to Infantry for killing tanks.
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Aljen
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Post by Aljen »

I think it would be nice if it would be possible to make a script which would allow to SLAMs only to disable tanks but not to completely destroy them.
So if is tank fully disabled (at least engine and tracks and maybe even turret) you would not be able to harm it more with SLAM (or grenades). This way you would be able to combat tanks as an infantry (you would be able to prevent it from killing you) but tanks will hold much longer (and would not be destroyed with multiple waves of specops).
Heavy AT is a good solution only when it is around. With AAS2, where (as I suppose) will not be just 2 flags attacked/defended at the same time as it is now, it will be much more needed kit as one enemy tank would be able to tear apart infantry at one of your flags (and maybe even take that flag from you alone) and HAT guy at the other one would just sit there and be bored.

Later on when you will be able to prevent enemy team getting some of theirs "special kits" by taking it from their dead soldiers it would be very hard for them to fight armored vehicles.
Even improved (0.41) tanks should be afraid of enemy infantry (specops or demolition experts) at least a bit.
Maistros
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Post by Maistros »

Real SLAMs are as follows:
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Harrelson
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Post by Harrelson »

if a tank crew is stupid enough to let a spec ops team sneak up and attach slams on them, surely they need to die

ive seen an enemy tank in sunstet city parked by a flag not bothering the swarming spec ops around the tank. he know they are useless and this is a shame
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Post by {XG} non_compliance »

I hope the tanks aren't too powerful. I think that one person should not beable to take them out single handedly... but it also shouldn't take 8 people.

Also, if HAT is the only kit that will take them out, there needs to be more available, as well as have 1 more rocket.

Also, mines should not be the HUGE *** THING IN THE MIDDLE OF THE ROAD that they are now. They should be MUCH harder to spot... especially if they are going to be one of the only 3 things that can effectively kill tanks.
Thunder
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Post by Thunder »

mines shouldnt destroy tanks right off just cripple them, light AT tank shouldnt be that effective against them either.
the only thing tanks should worry about is other tanks, aircraft, and heavy AT.

AT at should do some damage but not enough so that every one will spwan in as LAT when a tank comes rumbling around the corner
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