tank soloing and delay
-
billdan
- Posts: 319
- Joined: 2007-04-13 22:58
tank soloing and delay
there should be at least 2 times more of a delay before you can fire both the main cannon and co-ax guns when you switch seats from driver to gunner positions
this would give 2 to 3-man tanks crews even more of an advantage against solo tankers and then maybe we'll start seeing less of the latter
this would give 2 to 3-man tanks crews even more of an advantage against solo tankers and then maybe we'll start seeing less of the latter
|TG-69th|Mix0lydian in-game
-
Wolfe
- Posts: 1057
- Joined: 2007-03-06 03:15
already suggested?
there already is a 5 second delay on entering the gun mount for the main barrel. A delay for the driver was tested but couldn't make it work properly. No worry though, the next release should see a huge disadvantage to solo tankers and even 2 man tanks vs. 3 man tankers.
there already is a 5 second delay on entering the gun mount for the main barrel. A delay for the driver was tested but couldn't make it work properly. No worry though, the next release should see a huge disadvantage to solo tankers and even 2 man tanks vs. 3 man tankers.
Last edited by Wolfe on 2007-08-19 20:21, edited 1 time in total.
-
Cp
- Posts: 2225
- Joined: 2006-04-17 18:21
I have said this in a couple of other tank threads but I'll take any chance to spam it again so here i go:
Tanks should always need atleast 2 ppl to operate, it is too powerfull to give to only one person, The tanks turret shouldnt work if theres no one in the driverseat. this would prevent solo tanking. But you should still be able to drive the tank solo, so if your gunner for some reason gets sniped in the middle of nowhere then you can go back to the closest CP and pick him up again.
This mod is all about teamwork and why the devs havent done anything against solo tanking is still puzzling me.
too many times have I been in an armor squad waiting for a tank, when they all spawn 4 guys from diffrent squads takes them alone, goes off alone and dies in a couple of minutes, ALONE.
A common arguement against the requerment of 2 crewman in a tank is that there isnt always enough ppl on the server to spare 2 guys for each tank.
But this is complete (insert a non friendly word here), If there isnt enough ppl then they shouldnt use the tanks, if there is less than (IIRC) 14 ppl on one side, you cant request a sniper kit, because you cant have 3 guys in a team of 14 sniping (2 marksmen (yes, i know it isnt a sniper kit, they dont) and 1 sniper). I have seen solo tankers steal tanks infront of armor squads planing to go 2 in each tank more than I have seen to few ppl on a server to fully man the tanks.
Tanks should always need atleast 2 ppl to operate, it is too powerfull to give to only one person, The tanks turret shouldnt work if theres no one in the driverseat. this would prevent solo tanking. But you should still be able to drive the tank solo, so if your gunner for some reason gets sniped in the middle of nowhere then you can go back to the closest CP and pick him up again.
This mod is all about teamwork and why the devs havent done anything against solo tanking is still puzzling me.
too many times have I been in an armor squad waiting for a tank, when they all spawn 4 guys from diffrent squads takes them alone, goes off alone and dies in a couple of minutes, ALONE.
A common arguement against the requerment of 2 crewman in a tank is that there isnt always enough ppl on the server to spare 2 guys for each tank.
But this is complete (insert a non friendly word here), If there isnt enough ppl then they shouldnt use the tanks, if there is less than (IIRC) 14 ppl on one side, you cant request a sniper kit, because you cant have 3 guys in a team of 14 sniping (2 marksmen (yes, i know it isnt a sniper kit, they dont) and 1 sniper). I have seen solo tankers steal tanks infront of armor squads planing to go 2 in each tank more than I have seen to few ppl on a server to fully man the tanks.
-
Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
-
Metis-M
- Posts: 107
- Joined: 2007-01-25 23:58
Momiiiii, one solotanker have more brain then i and my friend.....

No, Abarms need 4 people to operate and T-90 3 men, if realism then please do it right.
And solotanker is really disadvantaged by now, but if 2men tank cant use right armor tactics only then they lose. Not everyone is good pilot or crewman, its same as not everyone is good quaterback.
No, Abarms need 4 people to operate and T-90 3 men, if realism then please do it right.
And solotanker is really disadvantaged by now, but if 2men tank cant use right armor tactics only then they lose. Not everyone is good pilot or crewman, its same as not everyone is good quaterback.
-
Cerberus
- Posts: 2727
- Joined: 2005-11-15 22:24
-
El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
-
Cp
- Posts: 2225
- Joined: 2006-04-17 18:21
-
Cp
- Posts: 2225
- Joined: 2006-04-17 18:21
hows that negative? in reality; Im pretty sure that they wouldnt change tracks on a tank while the turret is firing and it makes it easier to take out tanks/tank crews that arent carefulCerberus wrote:Disabling the turret while there's no driver will prevent gunners from covering the driver while he's repairing the tank if it's damaged.
maybe I should calm down. feels like I have taken this thread hostage...
-
Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Not really, if the fkers are camping on a hill and you cant coordinate with the gunner/driver or get feedback from other units, before you even go there, you can get taken out.Cp20000 wrote:The thing with solo tankers is that they are easy to take out if you 2 man a tank, but its hard to 2 man a tank when everyone takes them solo!!1111oneoneoneeleven
But nothing was better than crewing a T90 on Kufrah having a good gunner and taking out all 4 solo M1A1's before they even knew, what happened

-
Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
-
Metis-M
- Posts: 107
- Joined: 2007-01-25 23:58
Yeah, and on your server will be always in ur igi squad an engineer as mg-gunner to repair the tank, and if guest dont find one who is ready do only this, who cares.Outlawz wrote:Yep, solo tankers will be at even bigger disadvantage.
It wont stop them soloing, but at least when your armor squad finds one, he better gtfo, because he doesnt stand a chance![]()
-
Wolfe
- Posts: 1057
- Joined: 2007-03-06 03:15
My tank wish list:
- Turret stability
Similar to apc and .50, where the turret stays level even when the vehicle is moving. The coding already exists for apc and .50 cal... would be great to apply that to tanks where it belongs.
- Internal position for engineer/.50 cal
Any nearby explosions like grenades, light AT, or heat rounds do little or no damage to the tank, but easily kills the 3rd gunner position. In the next patch (3rd position is your only wrench), this will be devastating. If SL spaws are removed, this will be even more devistating because once dead, he cant respawn on ya in the field. would be nice to have an internal slot that is safe from outside elements so that the 3rd position can ride without dying constantly.
- Increased main turret accuracy
Small arms have better accuracy than tank shells. Very frustrating to aim at tank treads from only 1000m out only to have the round land short. If i were a sniper, it be a headshot. At medium and long ranges, the accuracy of tank shells should be tightened up a bit.
- Increased torque on sloped terrain
APC's (wheels) have better traction than tanks (treads). Should that be the other way around?
- Tank driver/commander night vision/target box
Normal sight/zoom, then switch over for thermal vision (black/white) that adds target boxes around light and heavy armor. Although infantry would not appear through smoke, the target boxes do. Voila. Thermal!
- Better "damage received" indicator
When taking hits at long range, very often you don't see, feel, or hear the shot hit your tank. At most, the edge of the screen may briefly flash red but that's it... very hard to spot when you're focused on combat. I gotta believe that if your tank is hit by a round at any distance, you damn sure would know it.
- Rearming by wrenching the supply crate
Tank crews should have to exit the tank and wrench the supply crate or other object that is supplying the ammo for the rearm to be effective. Realistic and kinda fun.
- Repairing should take much, much longer
Currently, an engineer can turn the wrench for a few seconds to repair a direct sabot hit, and the tank is right back in the action. I've even seen tanks take constant direct hits as an engineer or two engineers wrench away from the rear, making the tank virtually invincible. Kinda gamey.
Last edited by Wolfe on 2007-08-20 20:57, edited 1 time in total.

