SLAM effectiveness question
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Aljen
- Posts: 399
- Joined: 2006-11-14 14:48
SLAM effectiveness question
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.
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.
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bosco_
- Retired PR Developer
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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
More information: http://www.globalsecurity.org/military/ ... s/slam.htm

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Aljen
- Posts: 399
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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.bosco wrote:(through light armor such as a BMP)
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.
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RCRcmdo
- Posts: 147
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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
LEST WE FORGET
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{XG} non_compliance
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Aljen
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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
).
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
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Bodybag2224
- Posts: 210
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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)
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V3N0N_br
- Posts: 592
- Joined: 2005-08-14 16:12
I think the slam is the exact correspondent to the satchels ! IMO!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'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
- Posts: 4611
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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?
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?
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
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Bodybag2224
- Posts: 210
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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 
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danthemanbuddy
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WNxKenwayy
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eggman
- Retired PR Developer
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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.
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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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.
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.
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Harrelson
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{XG} non_compliance
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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.
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.
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Thunder
- Posts: 2061
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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
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





