Tank lethality.

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Flanker15
Posts: 266
Joined: 2007-02-23 09:37

Tank lethality.

Post by Flanker15 »

I haven't played PR since .6 so my memory on this is a little fuzzy. After reading through reports/tests and playing lots of Steel Beasts pro I decided that the tank combat in PR isn't as lethal as in real life.
I'd be driving my M1A1 (SB doesn't have the A2 but it doesn't have the T-90 either) around in SB thinking I'm this huge invincible monster, BANG! a T-72 puts a shell straight through my front hull and my tank bursts into flames. I quickly found the only place on a tank that's going to stop anything is the front turret and even then the most modern missiles and shells still go through.
Would it be feasible to make it so tanks will be knocked out by H-AT or SABOT hits in one shot to all areas except the front turret and front turret hits knock you down to about 20%? Or would that be too realistic and upset the balance of the mod?
Real modern tank combat appears to revolve around stealth and detecting the enemy before they detect you (this surprised me a bit at first, you don't think about "tank" and "stealth" in the same sentence often) the tank who shoots first, wins.
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Deadfast
Retired PR Developer
Posts: 4611
Joined: 2007-07-16 16:25

Re: Tank lethality.

Post by Deadfast »

Well, don't forget that real tank engagement distance is not 300 meters as it is in PR ;)

That's the main problem.


As soon as the tank will be as deadly as in real life they can be made more vulnerable.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Tank lethality.

Post by Rudd »

yeah, to get what you want (actually, what i want too :wink :) the maps would have to be considerably larger and have a really long view distance...probably have to change the ballistics too.
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PetetheSweet
Posts: 43
Joined: 2007-08-03 02:51

Re: Tank lethality.

Post by PetetheSweet »

That´s the difference between SB Pro and PR.
SB is a Simulation.

If a Tank in PR Burst into flames after one Shot, the tank is gone and you have to wait for a new one.

You cant move about 1km before to get shot into pieces.

In SB you use usually your Thermalimaging unit to find the enemy.

As a Tankcommander you can overrun the Gunner with your hunterkiller funktion.

You have Rangefinder, Turret Stabi.,...

You cant make PR Tanks more realistic in relation on gameplay without frustrating the Tank players.
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x.trEm*e
Posts: 111
Joined: 2008-04-16 11:12

Re: Tank lethality.

Post by x.trEm*e »

its hard enough to drive a tank in PR as you need not 1 but 2 shots to kill another one... and one shot one kill-instagib style maybe real but not interesting at all...
also yes PR and BF has a unbelievable ultra cool feature (oh no dont think Im saying that sarcastically) that makes tank combat pixel hunting as well as all other aspects ingame over 300m and at 1024x768...
:? ??:
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Re: Tank lethality.

Post by 77SiCaRiO77 »

Flanker15 wrote:I haven't played PR since .6 so my memory on this is a little fuzzy. After reading through reports/tests and playing lots of Steel Beasts pro I decided that the tank combat in PR isn't as lethal as in real life.
I'd be driving my M1A1 (SB doesn't have the A2 but it doesn't have the T-90 either) around in SB thinking I'm this huge invincible monster, BANG! a T-72 puts a shell straight through my front hull and my tank bursts into flames. I quickly found the only place on a tank that's going to stop anything is the front turret and even then the most modern missiles and shells still go through.
Would it be feasible to make it so tanks will be knocked out by H-AT or SABOT hits in one shot to all areas except the front turret and front turret hits knock you down to about 20%? Or would that be too realistic and upset the balance of the mod?
Real modern tank combat appears to revolve around stealth and detecting the enemy before they detect you (this surprised me a bit at first, you don't think about "tank" and "stealth" in the same sentence often) the tank who shoots first, wins.
tanks dont go into flames right after a hit of a SABOT unless it hited the ammo storage or the engine .

there is a report about a m1a2 that was hitted with a tungsten round in the side by a t72 , at distance of 600-700 meters , the round passed right trough the tank , and the shapel hurted the loader , but the tank was "intact" , just some minor internal fire that was quickly exingish.

since we cant simulate all those aspect of tank combat in the bf2 engine , some compromise have to be done .

i agree that the tank combat in PR need a huge bost , increasing the damage for AP rounds , huge smoke screens to hide your tank ,drop for the shell (i know that moder tanks have computer stabilized turrets , but i will like see some skill needed for tank combat),maybe adding diferent materials for diferent parts of the tank , for example , FH2 tanks have no less than 5 diferent materials , that make some awesome results , like shells bouncing if the angle is wrong , or shells doing completaly no damage if they hit the wrong spot , etc .
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: Tank lethality.

Post by Skodz »

Flanker15 wrote:I haven't played PR since .6 so my memory on this is a little fuzzy. After reading through reports/tests and playing lots of Steel Beasts pro I decided that the tank combat in PR isn't as lethal as in real life.
I'd be driving my M1A1 (SB doesn't have the A2 but it doesn't have the T-90 either) around in SB thinking I'm this huge invincible monster, BANG! a T-72 puts a shell straight through my front hull and my tank bursts into flames. I quickly found the only place on a tank that's going to stop anything is the front turret and even then the most modern missiles and shells still go through.
Would it be feasible to make it so tanks will be knocked out by H-AT or SABOT hits in one shot to all areas except the front turret and front turret hits knock you down to about 20%? Or would that be too realistic and upset the balance of the mod?
Real modern tank combat appears to revolve around stealth and detecting the enemy before they detect you (this surprised me a bit at first, you don't think about "tank" and "stealth" in the same sentence often) the tank who shoots first, wins.
As other mentionned, real tank engagment are at miles away, not hundred of meters. And yet, the first one to shoot is most likeley the first one to win already... I feel PR armor are already enough vulnerable.
PetetheSweet
Posts: 43
Joined: 2007-08-03 02:51

Re: Tank lethality.

Post by PetetheSweet »

[R-CON]77SiCaRiO77 wrote: i agree that the tank combat in PR need a huge bost , increasing the damage for AP rounds , huge smoke screens to hide your tank ,drop for the shell (i know that moder tanks have computer stabilized turrets , but i will like see some skill needed for tank combat),maybe adding diferent materials for diferent parts of the tank , for example , FH2 tanks have no less than 5 diferent materials , that make some awesome results , like shells bouncing if the angle is wrong , or shells doing completaly no damage if they hit the wrong spot , etc .
It´s funny, in the first Demo Version of BF2 the Sabot´s ricochet if the Angle was wrong.

No one wants to sit in a tank if a real modern Sabot made of DU or Tungsten hits it.

You have a chance of about 10-25% to get out alive.

Only modern Tanks have Ammo Burstports and internal Ammobunker Doors.

To have the same effect like in FH or Arma would be very nice, but the Bullet has to be leathal after ricochet.

Would be nice to have this effect also @ small arms fire, if feasible.
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