Seat switching delay, and tank damage.
-
Smash-Crunch
- Posts: 143
- Joined: 2006-11-29 01:56
Seat switching delay, and tank damage.
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.
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
i'm liking this idea, I hunt single player tank drivers with a sick satisfaction at the moment 
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
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
-
eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
-
Wolfe
- Posts: 1057
- Joined: 2007-03-06 03:15
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).
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
-
TristanYockell
- Posts: 340
- Joined: 2007-01-21 05:03
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.
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.
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.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
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
this might change with the new scoring system *hope*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.
-
TristanYockell
- Posts: 340
- Joined: 2007-01-21 05:03
-
Skinwehr
- Posts: 143
- Joined: 2006-06-05 06:23
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 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
-
TristanYockell
- Posts: 340
- Joined: 2007-01-21 05:03
I don't think that the Driver has access to the rest of the compartments, as the drivers compartment is very confined.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.
Last edited by TristanYockell on 2007-03-14 02:51, edited 1 time in total.
-
Wolfe
- Posts: 1057
- Joined: 2007-03-06 03:15
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.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?

-
Deadmonkiefart
- Posts: 632
- Joined: 2007-02-06 04:33
That has been bothering me for quite some while. Thanks for bringing that up.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).
-
Fenix16
- Posts: 402
- Joined: 2007-02-12 05:55
This has already been discussed a bit : http://realitymod.com/forum/t17571-m2-slam.html
-
causticbeat
- Posts: 1070
- Joined: 2006-07-27 06:02
'[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




