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Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 16:27
by cfschris
I fully support this!!
I had read about the real purpose of AT mines a month or so before this thread, but didn't bother posting anything because I'm not a tanker and didnt care much.
But now that someone else has brought it up, YES! And as Rudd said, the whole wounded wildebeest thing would be fun as hell

Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 16:31
by cfschris
freeway wrote:if u cant keep those tanks/apcs out of town u loose or other word u ll get raped . nothing could kill these tanks accept mines and bomb cars , but i dont see a bomb car kills a apc or a tank very often which is extremely rare
A simple solution for this, good sir. Merely reduce the tank armour slightly to where it CAN be taken out in 3 or 4 RPG hits. Unrealistic, yes, but it will keep a valuable tank from sitting in one place a whole round.
You say the Insurgents would abuse this by then leaving the tank there immobilized, to prevent a new spawning? WRONG! You see, whereas it may be immobilized, its massive gun of death is still operating and raping anything and everything in its view. The tank now essentially becomes its own area denial weapon. So with that being said, the insurgs will take it down if they ever want to use that area again.
Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 16:34
by USMCMIDN
freeway wrote:if u cant keep those tanks/apcs out of town u loose or other word u ll get raped . nothing could kill these tanks accept mines and bomb cars , but i dont see a bomb car kills a apc or a tank very often which is extremely rare . and at the end of the game those ppl in tank sq or apc sq always have 30 + kills so it is safe to say apc and tanks ARE raping us . if u want realistic u should add jets and attack choppers dropping jdams so u dont have to die , this is a game and dieing sometimes is frustrating . why we r playing as insurgents knowing that we ll die a lot ? because we know there is a chance that those idiots driving a tank will run over a mine we cant bury lol (wtf ?) so this raping will be over and we have a fair fight since RPGs cant reach them and bomb cars just fail . But now u saying we should lower mines damage ? it is like u telling us wait till the tank run over 2 mines so it could be killed . who would be that dump not to repair the damn tank b4 get back to the fight .
I think this is liek turning into 50 50 because i can also say how many times I have played Fallujah and having the Bradleys and LAVs taken out of the fight in the beginning of the match and then when they re spawn just getting out of base and hit again by a mine.... It doesn't matter if the drivers are experienced or not and who cares for death counts for the insurgents that is not your main goal, the main goal is to protect the cashes and with this suggestion being implemented it wouldn't make a difference. And you say the tank hardly ever gets destroyed well in Basra it is a 1 time deal... and BR always goes for the tank, I think ive seen the tank survive like 3 times out of all the times I have played basra and yeah sure they completely destroy everything, that is the point of a tank successfully providing support for the infantry... but seriously every map the bomb cars go for the APCs and tanks and work very successfully when the tank or apc is on the run so if they do hit a mine and gets disabled it leaves not only the apc or tank out in the open but everyone helping for repairs.
also the game is trying to capture real life scenarios click on the link I provided in past posts. Just like the cell phone jammer idea ppl who play insurgents complain, just like the more armored hum idea ppl complained, the new civi rules for .87 ppl complained the game is trying to capture reality i play insurgents more than coalition anyway and I dont see this as a major problem I can easily see ways around it such as what ppl do not taking br and bombcars and arty IED and going after armor game play is not going to change much. and with other suggestions liek burying mines well than coalition are pretty much screwed then with the mines totally destroying anything that goes on them and now we might not be able to see them? ? ? Honestly it wont make a difference again i play insurgents side more than coalition I think it is more fun

but I think a realistic game should be as realistic as possible.
Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 16:43
by Rudd
if the mine is gonna disable your vehicle...you aint gonna go in to a mined area anyway....
its not like the OP is saying 'make mines do nothing'
you won't get in the challenger 2 and think "screw that mine, it won't blow me up, it'll only make my imobile and helpless" especially since the C2 doesn't respawn....
you'll think "****..mines here, better get the boys forward to clear it" or if you do go over a mine "****, we hit a mine, but as a real life tank would, we're ok, just hope our team can help us out and repair us."
meanwhile I'd be in a nearby building with an RPG waiting for the repair crew to arrive.
Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 16:47
by IAJTHOMAS
Be nice if APCs caught fire so that quick witted inf could escape rather than just going boom and killing everyone inside.
In pilling out of a burning APC in to the middle of a firefight and scrambling for cover would be fun.
Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 16:47
by gaurd502
I like it, just because it would be a cool thing for insurgents to do. Instead of wander around and put mines down they could watch mines and try to swarm the tanks and APCs and blow it up before the tank gets reinforcements. And for the person in the tank trying to get a repair truck before RPGs fly out from everywhere and blow them up. The area will still be denied. Its not going to hit the mine and live then go rape everything like someone said because it can't move.
Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 16:56
by killonsight95
anyone here think double thread ?
https://www.realitymod.com/forum/f18-pr ... amage.html
anyway i support this only imbobilised though anything less would be ownage for tank
Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 17:09
by USMCMIDN
no its not the response author's thread was moved to mine and I searched like 4 or 5 times for another thread like mine, I think 1 of the devs moved his into my thread that i made yesterday.
hmmm i was just thinking if this would be possible for .9? ? ? I highly doubt it though.
Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 17:24
by killonsight95
its not hard to do all you do is reduce the damage the mine does
Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 17:24
by Herbiie
USMCMIDN wrote:The game is based on reality even in the heading of the games name Project REALITY
Project Reality has been described as a balance between Realistic Equipment and GamePlay to create a challenging, semi-realistic, and fun environment to play in.
If we can Bury Mines and if IEDs are more powerful then sure, but until without them being buried then no way as it'd unbalance the game, and also give 2 miens instead of 1 to the sapper so he can actually do something instead of leading the BLUFOR to the cache.
Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 17:31
by USMCMIDN
Herbiie wrote:Project Reality has been described as a balance between Realistic Equipment and GamePlay to create a challenging, semi-realistic, and fun environment to play in.
If we can Bury Mines and if IEDs are more powerful then sure, but until without them being buried then no way as it'd unbalance the game, and also give 2 miens instead of 1 to the sapper so he can actually do something instead of leading the BLUFOR to the cache.
and PR also been described as a game which has the intention of capturing reality toward warfare... it is obviously we see things at a different level and have different opinions on doing this and not doing this so lets just stop and read what others have to say and agree to disagree
Re: Lower Anti Tank Mine Damage....
Posted: 2009-12-27 18:07
by 0331SgtSpyUSMC
arjan wrote:If the insurgent mines could be buried, but half the damage, i would like to see this.
I can imagine insurgents with an RPG's covering the mine, as soon something rolls over it, they get their RPG in position to finish him off
This is the way me my friends always setup ambushes. Afterall it is an insurgent's job to setup ambushes. We always have 2 sappers and 1 rpg. You'll be surprised what you can stop with 2 mines properly placed followed by the 2 daisy chain ied's and 3 rpg rounds

Lowering mines damage would make it more interesting and keep more people playing insurgency fraction together rather than running off into the wild and getting shot every 2 minutes because of the no tickets setup.
Overall it's a great suggestion, I would really like to see this in future updates
