tank soloing and delay

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Post by Jaymz »

good list Wolfe
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Cant wait to see solo's screaming "omg y I KanT r3moVe teh land_minez and y **** I repair my tankz, wtflolbbq!!11111"
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BurnUnit
Posts: 11
Joined: 2007-08-14 07:09

Post by BurnUnit »

hit crouch while in machine gun turret
vBf2 you duck + avoid fire from small arms,
i don't have the balls to ride up top in a tank so i haven't tried it in PR yet.
Armand61685
Posts: 427
Joined: 2005-05-06 09:14

Post by Armand61685 »

Wolfe wrote: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.
great suggestions
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Masaq
Retired PR Developer
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Post by Masaq »

BurnUnit wrote:hit crouch while in machine gun turret
vBf2 you duck + avoid fire from small arms,
i don't have the balls to ride up top in a tank so i haven't tried it in PR yet.
It works but it doesn't protect you against explosive rounds. It stops snipers or another tank's HMG hitting you, but that's about it.

And yeah, Wolfe - good list.

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Jay
Posts: 281
Joined: 2006-07-03 19:39

Post by Jay »

Wolfe wrote:
  • 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.
Yeah, IMO, that is the one most needed thing from that whole list. So often, I don't even know I'm getting shot, and I just die out of nowhere.
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Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

Added the following to my wish list:
  • 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.
Of course, if wrenches are removed from crewmen, they couldn't wrench the supply crate for ammo. On the other hand, IRL crewmen are trained to repair damage to their tanks on a limited basis. Maybe the crewman wrenches could stay, but lower their repair effectiveness by a factor of 10. This still solves the problem of "solo tank repair" but also makes it possible to repair a tank in the field even though it will take much much longer.
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

[R-DEV]dbzao wrote:In the next patch crewmans are not getting issued a wrench anymore.
YES! Power to us Engy's once again! :D
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nidpants
Posts: 41
Joined: 2007-07-28 00:56

Post by nidpants »

MAINERROR wrote:Good idea but the solo drivers have another tactic. They place their tank on a hill and wait for ppl.
This isn't technically unrealistic, just unprecedented and pretty stupid. When a tank gets tracked, this is usually how a tank is forced to operate until it can get repaired, at least in the heat of battle.
The solution here is tactics: just stay behind ridgelines and hit it in the rear, or call in air support - it's not going anywhere.
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