[Armour] Speed Tweaks

Suggestions from our community members for PR:BF2. Read the stickies before posting.
aanersiieaaoa
Posts: 35
Joined: 2007-07-20 18:13

[Armour] Speed Tweaks

Post by aanersiieaaoa »

As I have been playing Project Reality I have noticed that the amours are of somewhat sluggish speed, now they are not slow, but by all means no where near as fast as they should be and thus creates a huge drawback to deployment.
I do understand that making everything as real as passable can very so present problems that can drag the mod down, but in this case I do believe that it would be somewhat prudent to add an unlimited boost to the tanks that allow them to move at their maximum speed.

Real tanks can go very fast, take for example the "M1-A2 Abrams" its maximum speed from what I understand is around 45m/h (72Km/h). My suggestion is that, as previously stated we add to ALL tanks an unlimited boost that when activated the tank moves at, or near its maximum speed. I state to make it a "boost (activated by 'shift' key)" because of the fact that when moving you need MAXIMUM situational awareness, as thus to keep that maintained the driver should move at a slower speed.

I am posting this suggestion merely due to the fact that in my humble opinion this would not only be a positive effectual change but one that the common player would both agree with, and most enjoy as would I.

PS: Do keep in mind I make no statements of torque increase, that has been suggested already and I do not support it. As thus I only suggest speed increase.
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aperson444
Posts: 276
Joined: 2008-06-17 19:28

Re: [Armour] Speed Tweaks

Post by aperson444 »

I agree. Of course, we should verify this first.
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Armour] Speed Tweaks

Post by DankE_SPB »

its alright as its now, only thing i dont like - reverse speed, but this is iirc hardcoded
dont forget maps are relatively small, if you make 70kph speed you will cross map from edge to edge in ~3 minutes
aanersiieaaoa
Posts: 35
Joined: 2007-07-20 18:13

Re: [Armour] Speed Tweaks

Post by aanersiieaaoa »

I am used to large 4km maps, just as well that is why i say to make it into an activate only on holding the shift key down.
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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: [Armour] Speed Tweaks

Post by nick20404 »

Been suggested and it would be nice but iirc there is engine limitations something like the tanks taking damage from going to fast such as cars do. I am not too sure tho.
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: [Armour] Speed Tweaks

Post by Farks »

Combat speed is much lower than the max speed, so keep that in mind.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: [Armour] Speed Tweaks

Post by Dev1200 »

Sounds good.


PR is so limited by BF2.. would be better if they used some other sort of engine, like the CryEngine 2/3 or the new Torque engine that they just bought.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: [Armour] Speed Tweaks

Post by gclark03 »

The combat speed vs. max speed argument is pointless because it's really, really hard for a tank gunner in PR to hit a target while his tank is moving. If the target itself is also moving, forget about it.

Drivers will still have to switch out of max speed (probably stop) so that their gunner can actually hit targets. Nothing concerning target acquisition will change with this suggestion.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Armour] Speed Tweaks

Post by cyberzomby »

Combat speed is not only with hitting people IMO. Its also so you other vehicles can keep up with you (and the infantry), so you wont hit things, so you wont drive over things, so you have the time to spot things.

Same as with infantry. Sure you can run faster but you wont! As you will miss things.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Armour] Speed Tweaks

Post by Tim270 »

I doubt tanks like the Abrams really ever get to their max speed, apart from training.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: [Armour] Speed Tweaks

Post by Jedimushroom »

Whatever happened to that tank stabilising lock on system there was a video of? It that still in development or did it get scrapped?
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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: [Armour] Speed Tweaks

Post by nick20404 »

Dev1200 wrote:Sounds good.


PR is so limited by BF2.. would be better if they used some other sort of engine, like the CryEngine 2/3 or the new Torque engine that they just bought.
They didn't buy the torque engine they won it, and tbh the torque engine isn't all that great especially for PR at least by the looks of it.

Torque Game Engine | Products | GarageGames
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Armour] Speed Tweaks

Post by AnRK »

Rudd suggested a while back that "sprint" should be unlimited on vehicles and should be used so effectively you can move at 2 different speeds, seemed pretty sensible to me.
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: [Armour] Speed Tweaks

Post by Hotrod525 »

gclark03 wrote:The combat speed vs. max speed argument is pointless because it's really, really hard for a tank gunner in PR to hit a target while his tank is moving. If the target itself is also moving, forget about it.

Drivers will still have to switch out of max speed (probably stop) so that their gunner can actually hit targets. Nothing concerning target acquisition will change with this suggestion.
basicly, with some skills, you can hit moving target while moving, i can do it and im not super human, just need to compensate for movement. I also hit moving target, while moving into Gunship, the "Stabilization" in-game [if we can call it like that] does helps alot for doing that :mrgreen: Ofcourse i had to move on flat terrain'
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Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: [Armour] Speed Tweaks

Post by Qaiex »

Tanks are pretty much unstoppable beasts on the battlefield as it is, I don't know if I like the idea of making them faster to boot.
Some of you might say "No they're not that OP, you have HAT and sometimes JDAM and A10's and such", but honestly, the odds of your squad having a HAT are slim, and out of all the 9 squadleaders you can have, you're lucky if 3 of them know how to laze properly, and those SL's are probably not in infantry squads.

So yeah, the speed is fine IMO.
nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: [Armour] Speed Tweaks

Post by nick20404 »

qaiex wrote:Tanks are pretty much unstoppable beasts on the battlefield as it is, I don't know if I like the idea of making them faster to boot.
Some of you might say "No they're not that OP, you have HAT and sometimes JDAM and A10's and such", but honestly, the odds of your squad having a HAT are slim, and out of all the 9 squadleaders you can have, you're lucky if 3 of them know how to laze properly, and those SL's are probably not in infantry squads.

So yeah, the speed is fine IMO.
I have killed many tanks with the HAT, I don't see why people bring up people who suck as there reasons for wanting things in or out of the game.

Changing or not changing the game to accommodate all the people who suck and will probably quit playing in a month or two is dumb and the mod needs to stop doing this. We need to start making changes for the good of the mod not the bad of it.
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: [Armour] Speed Tweaks

Post by Qaiex »

You also have to face reality, and reality is that you're lucky if you can get a squad with microphones going, and the rest of the team is pretty much a waste of time.
You don't need to give the Tanks even more of an advantage against that. They're doing more than fine as it is.
nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: [Armour] Speed Tweaks

Post by nick20404 »

Well that is your opinion I think the tanks should be faster for the pure reasons of realism and to get to destinations quicker. I don't think it will give them a combat advantage going faster maybe one in timing.

On maps like kashan driving back to the main base to rearm could take almost the time it takes to lose 2 or gain 2 flags. depending on what part of the map your fighting on. And imagine if maps got any bigger than that it would take years to get anywhere in a tank. I think if possible tanks should be given there appropriate speeds along with all other vehicles. But I am pretty sure the physics system would not allow that since if you hit a wall in bf2 going that fast in a tank you will fly into the air. It could also make it easier to climb small steep hills which a tank could easily get over irl.
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: [Armour] Speed Tweaks

Post by @bsurd »

tanks are ok imo... If you want travel faster and support the inf, take an APC ;-) With the AT Rockets the are better then a tank against all kind of targets...
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Armour] Speed Tweaks

Post by Psyko »

I dont flame resuggestion in this thread section, but i actually suggested this last year. but after thinking about it, do we want chinese tanks to roll into british main on Qinlinglinglingling within 5 minutes?

however i do support your idea on the grounds that it would be used for battles and enguagements, as well as the ability to bugout of an enguagement.
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