[Armour] Speed Tweaks
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aanersiieaaoa
- Posts: 35
- Joined: 2007-07-20 18:13
[Armour] Speed Tweaks
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.
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
I agree. Of course, we should verify this first.
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DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: [Armour] Speed Tweaks
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
dont forget maps are relatively small, if you make 70kph speed you will cross map from edge to edge in ~3 minutes
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aanersiieaaoa
- Posts: 35
- Joined: 2007-07-20 18:13
Re: [Armour] Speed Tweaks
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
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.
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Farks
- Posts: 2069
- Joined: 2007-01-20 00:08
Re: [Armour] Speed Tweaks
Combat speed is much lower than the max speed, so keep that in mind.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: [Armour] Speed Tweaks
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.
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.
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: [Armour] Speed Tweaks
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.
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.
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: [Armour] Speed Tweaks
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.
Same as with infantry. Sure you can run faster but you wont! As you will miss things.
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: [Armour] Speed Tweaks
I doubt tanks like the Abrams really ever get to their max speed, apart from training.
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Jedimushroom
- Posts: 1130
- Joined: 2006-07-18 19:03
Re: [Armour] Speed Tweaks
Whatever happened to that tank stabilising lock on system there was a video of? It that still in development or did it get scrapped?

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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nick20404
- Posts: 1746
- Joined: 2007-06-30 23:36
Re: [Armour] Speed Tweaks
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.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.
Torque Game Engine | Products | GarageGames
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: [Armour] Speed Tweaks
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.
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Hotrod525
- Posts: 2215
- Joined: 2006-12-10 13:28
Re: [Armour] Speed Tweaks
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 thatgclark03 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.

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Qaiex
- Posts: 7279
- Joined: 2009-02-28 21:05
Re: [Armour] Speed Tweaks
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.
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.
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nick20404
- Posts: 1746
- Joined: 2007-06-30 23:36
Re: [Armour] Speed Tweaks
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.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.
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.
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Qaiex
- Posts: 7279
- Joined: 2009-02-28 21:05
Re: [Armour] Speed Tweaks
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.
You don't need to give the Tanks even more of an advantage against that. They're doing more than fine as it is.
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nick20404
- Posts: 1746
- Joined: 2007-06-30 23:36
Re: [Armour] Speed Tweaks
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.
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.
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@bsurd
- Posts: 353
- Joined: 2008-03-18 12:52
Re: [Armour] Speed Tweaks
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
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.
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.
