Seat switching delay, and tank damage.

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Smash-Crunch
Posts: 143
Joined: 2006-11-29 01:56

Seat switching delay, and tank damage.

Post by Smash-Crunch »

Problems:

1. There is no delay when switching seats inside a vehicle, allowing a single person to utilize a tank/apc nearly as well as two people. I'm not talking about switching from the driver to the gunner. A single person in a tank can switch from the gunner to the driver, and be on his/her way without delay.

2. A common tactic for tanks, is to drive right next to a target, and launch a shell at it. Or shoot a wall right next to it so the explosion kills enemy troops around it. You would think this explosion would do some damage to the tank, but it doesn't.

Possible Solutions:

1. Add a delay when switching seats.

2. a) Positional damage to the tank barrel.
b) Damage to the tank from it's own rounds.
c) Shell shock for the tank inhabitants.
Darkpowder
Posts: 1527
Joined: 2006-08-30 22:00

Post by Darkpowder »

i'm liking this idea, I hunt single player tank drivers with a sick satisfaction at the moment :D

APC passengers clearly shouldn't have any delay in moving around in there, but only when transitioning to gunner or driver. APC role as squad support now is, i think top class. Now all we need is to stop people driving them like battering-rams into enemy CPs ;)
Last edited by Darkpowder on 2007-03-14 00:21, edited 1 time in total.
BetterDeadThanRed
Posts: 1728
Joined: 2007-02-12 02:30

Post by BetterDeadThanRed »

Agreed on the tank switch delay, but APCs are more squad based tools if you ask me. I'm assuming people are going to dissagree but it's always good to have a squad with an APC when you can and sparing more than one man from the squad to crew it isn't a good idea.
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eggman
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Post by eggman »

there is already a delay to use the weapons when switching seats or changing weapon (ammo types).

there is already splash damage from tank munitions that is a very large radius, tho this might need tweaking.
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Wolfe
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Post by Wolfe »

A simple solution is to add a "start up" delay for any driver position, similar to jets. I would be surprised if this were not implemented in the next patch.

On another note, I wish that gunner positions could remember the last round type config. In other words, if I load a heat round then exit the tank, the heat round should still be in the breech when I re-enter instead of defaulting back to a sabot).
Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Post by Sneak Attack »

1 man tanking is the way to go, i shoot what i want.

dont touch splash, it is good as is, and im not a big tanker

no self damage from tank, thats just bad idea
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TristanYockell
Posts: 340
Joined: 2007-01-21 05:03

Post by TristanYockell »

I think the current system is fine, there is quite a delay for fireing the main cannon after switching, it dosn't need to be any longer.
I've noticed splash damage from HEAT rounds on my tank before.
Tanks are pretty heavily armoured, even the early cold war variants.
I agree that a HEAT round, HESH round, HEAP round ect. being detonated close by could cause some minor damage, but lets stress the "minor" part.
These shells really only pose a serious threat when comming in direct contact with armour plateing. The only places I would consider increasing the damage is if a tank were to fire an explosive round at a close object to its engine compartment, high velocity shrapnel, and debris could have a chance of penetrating the rear plateing.
The explosion can be upwards of 8000 feet per second, but this is when passing through solid material ie. steel, as HEAT rounds are a shaped charge, so if the explosive force is passing through the air, you cannot expect the same dramatic results.

Sneak Attack wrote:1 man tanking is the way to go, i shoot what i want.

dont touch splash, it is good as is, and im not a big tanker

no self damage from tank, thats just bad idea
Sometimes I do go this route, lone tanking can be quite the experience, and I have takin down many a aircraft ect with one tank. Don't get me wrong, haveing a good driver or gunner/loader is nothing short of awesome, but lets face it thats half rare.
Last edited by TristanYockell on 2007-03-14 00:37, edited 1 time in total.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

TristanYockell wrote: Sometimes I do go this route, lone tanking can be quite the experience, and I have takin down many a aircraft ect with one tank. Don't get me wrong, haveing a good driver or gunner/loader is nothing short of awesome, but lets face it thats half rare.
this might change with the new scoring system *hope*
TristanYockell
Posts: 340
Joined: 2007-01-21 05:03

Post by TristanYockell »

General_J0k3r wrote:this might change with the new scoring system *hope*
Wha does that have to do with scoreing, I just stated I'm good at shooting down aircraft with tanks.
Skinwehr
Posts: 143
Joined: 2006-06-05 06:23

Post by Skinwehr »

Here's a question that I can't for the life of me remember the answer to: Can you even get from the driver's position into the turret in an M1 series tank? Is it possible to duck down under the hull and access the driver's seat Irl?

I know everyone in the turret can crawl from one place to another, but I can't remember if the driver can. It's been many many years since I got to play around tanks.

If it's impossible IRL, then there should be no such option in the game. You should have to exit the tank and re-enter the vehicle through the appropriate hatch.

That is, of course, only if the game engine allows and that is how a real tank is situated. I simply cannot remember.
"A true warrior fights not because he hates what is in front of him; A true warrior fights because he loves what is behind him" -Saga
Smash-Crunch
Posts: 143
Joined: 2006-11-29 01:56

Post by Smash-Crunch »

I mentioned that there was a delay between switching to the gunner seat, and shooting.

What I'm saying is, a gunner can press F1, holding W, and speed away with no delay.
dbzao
Retired PR Developer
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Post by dbzao »

We tried putting a startup delay in the tank engine, but it was giving some weird results.
TristanYockell
Posts: 340
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Post by TristanYockell »

Skinwehr wrote:Here's a question that I can't for the life of me remember the answer to: Can you even get from the driver's position into the turret in an M1 series tank? Is it possible to duck down under the hull and access the driver's seat Irl?

I know everyone in the turret can crawl from one place to another, but I can't remember if the driver can. It's been many many years since I got to play around tanks.

If it's impossible IRL, then there should be no such option in the game. You should have to exit the tank and re-enter the vehicle through the appropriate hatch.

That is, of course, only if the game engine allows and that is how a real tank is situated. I simply cannot remember.
I don't think that the Driver has access to the rest of the compartments, as the drivers compartment is very confined.
Last edited by TristanYockell on 2007-03-14 02:51, edited 1 time in total.
suburban
Posts: 25
Joined: 2007-02-22 07:59

Post by suburban »

Work at it! Seems like it would work the best.
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Wolfe
Posts: 1057
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Post by Wolfe »

Skinwehr wrote:Here's a question that I can't for the life of me remember the answer to: Can you even get from the driver's position into the turret in an M1 series tank? Is it possible to duck down under the hull and access the driver's seat Irl?
The picture below is of the M1A1 driver compartment. By the looks of it the driver can only enter through the driver hatch. This make sense too, since the turret rotates independently of the chassis, meaning that if the driver tried to enter the turret while it was rotating.... eeww.

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Deadmonkiefart
Posts: 632
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Post by Deadmonkiefart »

Wolfe wrote:A simple solution is to add a "start up" delay for any driver position, similar to jets. I would be surprised if this were not implemented in the next patch.

On another note, I wish that gunner positions could remember the last round type config. In other words, if I load a heat round then exit the tank, the heat round should still be in the breech when I re-enter instead of defaulting back to a sabot).
That has been bothering me for quite some while. Thanks for bringing that up.
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Fenix16
Posts: 402
Joined: 2007-02-12 05:55

Post by Fenix16 »

This has already been discussed a bit : http://realitymod.com/forum/t17571-m2-slam.html
Smash-Crunch
Posts: 143
Joined: 2006-11-29 01:56

Post by Smash-Crunch »

That topic is locked.
causticbeat
Posts: 1070
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Post by causticbeat »

'[R-DEV wrote:eggman']there is already a delay to use the weapons when switching seats or changing weapon (ammo types).

there is already splash damage from tank munitions that is a very large radius, tho this might need tweaking.

the issue isnt people switching to gunner, its people switching back to driver and hightailing it out of there
eggman
Retired PR Developer
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Post by eggman »

yeah but as db indicated a delay on the tank engines was buggy and problematic.
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