Improving armor combat

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Undies
Retired PR Developer
Posts: 1112
Joined: 2006-12-01 15:20

Re: Improving armor combat

Post by Undies »

fubar++ wrote:
So you are saying if the target isn't moving or changing speed and direction the target will be automatically tracked (excluding fine tune) while yourself are moving (even with varying speeds and directions)?
Close, its keeping the gun in its relative position to the hull, remember the tank is in essence a "dumb" system and knows nothing of the target at all, only the direction the gun is pointed. But it will keep the gun pointed in what was the last position the gunner used aided or assisted lay. If he uses just stabilisation the gun will point the correct direction but no elevation data will be used.
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"The cavalry bring a bit of panache and flair to an otherwise dull affair"
Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: Improving armor combat

Post by Spaz »

So in the end of the day the tanks in PR are realistic, they are just not as good as the real deal? :p
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slayer
Posts: 90
Joined: 2008-07-03 22:14

Re: Improving armor combat

Post by slayer »

The driver could be able to target enemys, with a special key, like Q
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Improving armor combat

Post by gazzthompson »

ive read through the hole thread i *think* so some one might have said this.

but why not just have the most skilled tank crew win ? rather than give every one equal chance when it should be the better shooter/driver combo
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: Improving armor combat

Post by IAJTHOMAS »

I don't think that a form of assisted aiming which functions in a similar manner to the way in which Undies described would necessarliy mean gunning would be less skill full. It would appear the gunner still has alot of tracking work to do unless the target is static.

If the target is static it would be point and click, yes, but thats what happens now anyway. If the system could be made to lose lock when sudden movements/changes in direction occur then it wouldn't provide an advantage over the current system.

With something such as this added in the inital tracking of a target would still require skill, especially if both target and own tank are moving, probably more than the stop-point-click-fire-move type of combat we have now. It would also open up a whole new range of tactics.

Whether its possible to have a similar system in Pr however is another matter.
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fubar++
Posts: 248
Joined: 2007-07-08 17:04

Re: Improving armor combat

Post by fubar++ »

I still think that the compromise where you could track static targets while you are on move yourself would bring new dynamics to tank battles. You could also somewhat try to estimate moving targets by pointing "aimbot" on location where the target is heading. With this kind of system static tanks or tanks with too straight forward drivers on open areas would be really vulnerable, which would actually be quite close resemblance of RL.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Improving armor combat

Post by Rudd »

How do you control the turret IRL?

is it a version of a keyboards WASD or what?
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IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: Improving armor combat

Post by IAJTHOMAS »

Joystick i think.
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Undies
Retired PR Developer
Posts: 1112
Joined: 2006-12-01 15:20

Re: Improving armor combat

Post by Undies »

Dr2B Rudd wrote:How do you control the turret IRL?

is it a version of a keyboards WASD or what?
It is literally like a video game console controller, and the younger lads we have coming through are often excellent gunners, i wonder if playing Xbox 360 is a good thing?

Take a look here and you can pan around and see the interior of a CR2 (Pre-Bowman)

http://www2.army.mod.uk/linkedfiles/the ... all2in.mov
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"The cavalry bring a bit of panache and flair to an otherwise dull affair"
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Improving armor combat

Post by Rudd »

thats very cool :D

model the interior! :D
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$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Re: Improving armor combat

Post by $kelet0r »

Undies, if you have Arma, I think you would appreciate this

YouTube - M1A1 Gunnery in ArmA. M1A1 Fire Control System by NWD
Last edited by $kelet0r on 2008-12-29 22:00, edited 1 time in total.
Undies
Retired PR Developer
Posts: 1112
Joined: 2006-12-01 15:20

Re: Improving armor combat

Post by Undies »

I dont have ARMA unfortunately, that looks really good.
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"The cavalry bring a bit of panache and flair to an otherwise dull affair"
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Improving armor combat

Post by McBumLuv »

$kelet0r wrote:Undies, if you have Arma, I think you would appreciate this

fixed. You only need the ending HkuG7yMTgH8 between your youtube code.
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Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Improving armor combat

Post by Mora »

This is exactly what i mean, holding your croshair on the target to get a "lock".

This would be great for attack choppers too ;) .
Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: Improving armor combat

Post by Spaz »

Mora wrote:This would be great for attack choppers too ;) .
Removing the only thing in helis that takes skills to use? Hell no.
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Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: Improving armor combat

Post by Skodz »

The arma thing look great
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Improving armor combat

Post by Solid Knight »

Can't be done with BF2 itself. There is not mechanism for targeting computers. The mechanism in place for camera stabilization don't work very well either.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Improving armor combat

Post by CAS_117 »

Spaz wrote:Removing the only thing in helis that takes skills to use? Hell no.
If you replaced the hellfires with loaves of bread that would also take skill. Its not any less unfair and unrealistic. Keep in mind that neither the Tunguskas missiles or the Stormers are heat seeking in reality; they are command and laser guided. By all counts they should be guided the same way the hellfires are.
Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: Improving armor combat

Post by Spaz »

[R-DEV]CAS_117 wrote:If you replaced the hellfires with loaves of bread that would also take skill. Its not any less unfair and unrealistic. Keep in mind that neither the Tunguskas missiles or the Stormers are heat seeking in reality; they are command and laser guided. By all counts they should be guided the same way the hellfires are.
It was a joke, I think I should have added a " :p " after it.
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Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Improving armor combat

Post by Solid Knight »

Spaz wrote:It was a joke, I think I should have added a " :p " after it.
Does that really mean it's a joke? What's the convention around here?
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