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Re: A list of unrealistic game mechanics

Posted: 2017-09-22 12:29
by Tackleberry86
LEGIYA wrote:You are right.
Irl armour is there to support INF,not hunt each other like in this game...


Yeah, Just Check Out YouTube, liveleak or whatever... especially in modern conflict tanks are Always in close combat... that's what the merkava was built for. Close combat with heavy combat against infantry.

If you play aggressive, quick but not selfish/foolish ( since the vehicle is worth a lot on the battlefield) you can pretty much kill an entire flag by supporting the infantry push.


I think a tank inside a City which is drawing all the attention to it is way more efficient than a tank somewhere in the desert, shutting down the engine and hoping to get some Intel for enemy armor.


Maybe I'm just hating on the tanks since I almost only play infantry. So tankers, don't take it personal =)

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 12:30
by QuickLoad
@lugi ur point of humvee/mrap turret
there's a hydraulic traverse that is similar to a tank/apc etc mechanical turret traverse which is moving a joystick in a direction for the turret(and thus the gun mount) to turn.

the 'joystick' can be mounted to gun shield or roof of humvee(usually the roof, and by roof i dont mean direct roof, the piece of metal that turns with the turret which is ontop of the humvee.)


pics:
http://www.controls.com/wp-content/uplo ... talled.jpg
pic1: this is a shield mount horizontally, the gunner shifts it left or right.
https://upload.wikimedia.org/wikipedia/ ... ber_MG.jpg
pic2: not as good of a photo but it's a roof mount, you can see it just below the gunners chin.

i don't know exactly when they switched from manual to hydraulic but it was sometime between 1993-2006.

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 15:09
by Jabil_One
the 'joystick' can be mounted to gun shield or roof of humvee
You mean it would be more realistic to control the turret rotation with A & D and the M2/50cal. get smaller angles for MouseAiming and not this 360° with the mouse? The OPK mod had this before (early stage) on their tanks.

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 15:14
by AlonTavor
Jabil_One wrote:You mean it would be more realistic to control the turret rotation with A & D and the M2/50cal. get smaller angles for MouseAiming and not this 360° with the mouse? The OPK mod had this before (early stage) on their tanks.
Its very possible but its double the networkables and triple the work. Stationary SPG has that feature.

From gameplay perspective 50cal is so underpowered (Not enough penetrable stuff on most maps) that I don't think nerfing it anymore is a good idea. If maybe we give it a bit more zoom like stationary HMGs then it could be nice.

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 15:26
by Lugi
[R-DEV]AlonTavor wrote:From gameplay perspective 50cal is so underpowered (Not enough penetrable stuff on most maps) that I don't think nerfing it anymore is a good idea. If maybe we give it a bit more zoom like stationary HMGs then it could be nice.
I beg to differ, IIRC M2HB is the only non-explosive weapon that has splash damage, that inflicts damage with non-direct hits (you dont need to actually hit the enemy to kill him, just hit the general proximity). Also the zoom on it is pretty random and unconsistent with all other iron sights ingame as well, and has a very weak justification because of the previous argument.

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 15:37
by AlonTavor
50cal splash does no damage. Nothing but bleed/ground effects. It was changed long ago
rem For big kinetics bullets. Has minimal splashdamage to simulate debris flying off from impact.
ObjectTemplate.detonation.explosionMaterial 3050
ObjectTemplate.detonation.explosionRadius 3
ObjectTemplate.detonation.explosionForce 0
ObjectTemplate.detonation.explosionDamage 2
2 damage.

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 15:46
by Jabil_One
Its very possible but its double the networkables and triple the work. Stationary SPG has it.
True, SPG has this mechanic. Simple forgot that maybe because to much minds in my head about MG's.

About NetworkableInfos wouldn't be the biggest poblem when you can host a 200 player event with the mod.
It's many Extrawork and doing this only for the sake of Reality? Nah, ur right.

The only good thing could be that vehicles are not so strong against infantry. No changing of damagecodes - materials, HitPoints. You wouldn't have this ultra highspeed rotation turrets.

Small sidenote to the Devs :
I saw a guy rotating a humvee turret so fast, i thought first he will take off like a helicopter ..... You dont want barrelrolls with a chopper, what i can undertstand but not doing something against highspeed rotation 50cal turrets ?

When i think about tank battles with this mechanic , Turretbarrel Left/Right = A/D Up/Down = W/S, It wouldn't end so quick as it currently is. Tanks also wouldn't shoot choppers so easy out of air anymore.

I'm sure the community wouldn't like it so drop that idea.

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 15:48
by Lugi
[R-DEV]AlonTavor wrote:50cal splash does no damage. Nothing but bleed/ground effects. It was changed long ago



2 damage.
For comparison, what are the stats of a grenade?

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 18:16
by AlonTavor
Much higher.
ObjectTemplate.detonation.explosionRadius 18
ObjectTemplate.detonation.explosionForce 8
ObjectTemplate.detonation.explosionDamage 115

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 18:33
by Lugi
[R-DEV]AlonTavor wrote:Much higher.
I believe explosion radius i the distance at which the damage decays to 0. Explosion damage would the damage at exactly the center of the explosion. But whats explosion force?

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 18:39
by Jabil_One
The force caused by the explosion that can catapult you body through the air.
In vanilla, when the arty made a direct hit on you, you flew across the map. Remember?

Code: Select all

ObjectTemplate.detonation.explosionRadius 18

It says Radius but ingame it feels more like Diameter.

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 18:54
by AlonTavor
Jabil_One wrote:

Code: Select all

ObjectTemplate.detonation.explosionRadius 18

It says Radius but ingame it feels more like Diameter.
You sure you're not getting them mixed up? That would make it less..... 18m radius feels correct. 18m diameter is 9m radius

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 19:01
by Jabil_One
That would make it less
Exactly what i meant. I personally feel it like 9m radius. Had to much strange situations with explosion radii.
Maybe there was also other factors but i dunno.

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 19:07
by AlonTavor
Maybe the damage drop isn't linear with distance. Probably exponential.

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 19:52
by LEGIYA
50 cal has splash dmg?!
But why?

Re: A list of unrealistic game mechanics

Posted: 2017-09-22 19:56
by Jabil_One
rem For big kinetics bullets. Has minimal splashdamage to simulate debris flying off from impact.

Post #26 topline in codebox

Re: A list of unrealistic game mechanics

Posted: 2017-09-23 11:34
by AfterDune
LEGIYA wrote:50 cal has splash dmg?!
But why?
[R-DEV]AlonTavor wrote:50cal splash does no damage. Nothing but bleed/ground effects. It was changed long ago
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Re: A list of unrealistic game mechanics

Posted: 2017-09-25 04:43
by Heavy Death
But wasn't it re-added for chopper 50.cals after people complained they were useless?

Besides, all of the things in OP, turrent intertia, tank sound, smoking yourself infinitely etc... - Change any of that and the assetwhore mob come s crying sweet tears of "muh k/d" and will complain so long until DEVs cave in and revert it back to COD.

Re: A list of unrealistic game mechanics

Posted: 2017-09-25 07:42
by Sequadon
For tanks adding startup time (like choppers) maybe could force the crew to stay inside. IRL the Abrams with it's turbine take some time to spin up. Diesel engines starts faster, but in-game they should be the same for balance. Or maybe there could be a limitation for tanks like the turret is only active if the engine is on. Or both...

Abrams starting up

Re: A list of unrealistic game mechanics

Posted: 2017-09-25 09:58
by Heavy Death
This has been discussed to death. Some tanks can run on battery, some can't, some can be cranked, some can't.

A startup time of 10-15 seconds could be a real good middle ground. A more sever option would be linking the idle running sound to the turrent, so it sounds like its always on, but when it goes faster, the revs change via the drivers seat.