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Re: tank

Posted: 2012-11-04 20:53
by izoiva
'[R-DEV wrote:Rhino;1828927']Both M1A1 and M1A2 are ingame, even a TUSK version of the M1A2 is ingame.

And a M1A2 doesn't always have a RWS on it, in the same way it doesn't always have TUSK armour on it either.

M1A1:
Image

A Standard M1A2:
Image

M1A2 TUSK without a RWS:
Image

and one with a RWS:
Image

Although a normal M1A2 can be fitted with a RWS too:
Image

It should also be noted other tanks, like the Challenger 2 are sometimes fitted with RWS too:
Image
so what about remote-controlled MGs?

Re: tank

Posted: 2012-11-04 23:30
by Rhino
Navo wrote:Rhino, you are out of touch with your own game. Doing sound checks when driving a tank is crucial in PR.
You guys can jump out of your tanks and call it a "valid tactic" as much as you like, I will just continue to burst out laughing every time I see the driver get mowed down by an MG for doing so.

Call me out of touch as much as you like but at the end of the day its really a matter of opinion and I know that not jumping out of the tank and just relying on sight with good tactics gives me a well above avg k/d with tank on tank engagements.


Anyways the suggestion was for the driver to "be able to turn off his engine inside the tank" which is unrealistic so its not going to happen, so you guys will just have to keep on jumping out of your tanks and making it easier for me to kill your driver if you choose to do so :D

Re: tank

Posted: 2012-11-05 01:27
by Hunt3r
Predator.v2 wrote:Totally wrong. Front armor alignment usually always decides who wins on high distance tank engagements (when it is hard to hit the weakspot). And 0 damage to the front doesn't seem very "realistic".

Unfortunately it is a valid tactic to "cut the engines". Problem is, that the view distance is so limited and usually you can "hear" enemy tanks long before they come into view distance. Plus you can hear enemy armor very good through obstacles, which are supposed to "absorb" the enemy armors sound like hills and mountains.
Totally wrong, except for the part where you are literally just sitting with front armor against the other person's front armor, and both gunners are just plinking at each other until the other explodes.

0 damage to the front doesn't seem very realistic, except for the part where no penetration does nothing to a vehicle, and penetration will usually kill at least one crew member.

Re: tank

Posted: 2012-11-05 01:41
by SuperHornet
[R-DEV]Rhino wrote:You guys can jump out of your tanks and call it a "valid tactic" as much as you like, I will just continue to burst out laughing every time I see the driver get mowed down by an MG for doing so.

Call me out of touch as much as you like but at the end of the day its really a matter of opinion and I know that not jumping out of the tank and just relying on sight with good tactics gives me a well above avg k/d with tank on tank engagements.


Anyways the suggestion was for the driver to "be able to turn off his engine inside the tank" which is unrealistic so its not going to happen, so you guys will just have to keep on jumping out of your tanks and making it easier for me to kill your driver if you choose to do so :D
You can sit in your tank and call it a "valid tactic" as much as you like, I will just continue to burst out laughing every time I see your tank get owned because you didn't hear it coming and got flanked. Yea, maybe sitting in the tank can work in Kashan, but wont work on Yamalia or anything with a forest.

Re: tank

Posted: 2012-11-05 01:52
by Mouthpiece
[R-DEV]Rhino wrote: Call me out of touch as much as you like but at the end of the day its really a matter of opinion and I know that not jumping out of the tank and just relying on sight with good tactics gives me a well above avg k/d with tank on tank engagements.
Of course - everything is a matter of opinion. But if you want to increase the longevity of your tank (especially the T-62 in Militia maps), you will press F3 often and duck while doing that. There is no need to get out of the tank itself. Although it really helps in some hard terrain maps. There's no enemies in miles, so no pesky AR. Just pop up from the ridge, see the situation across with your own eyes (much better source of info), get back in the tank, drive up the ridge or take a hull down position and BOOM.

It's such a typical survivability tactic that it's covered in, I think, almost all PRs' tank guides. This is one of the best (if interested how tank whores, the people who are obviously better with tanks than me and you, do this tactic check paragraph 5): https://www.realitymod.com/forum/f139-a ... tions.html

[on topic] As it is a valid tactic that has big pro's (gathering intel if it's not there), I think it's good now (driver is safe within the MG seat). As said - it's not realistic to switch off engine, but as the game doesn't limit the driver from jumping into .50 cal and back with no penalty and be safe in the third seat by ducking, it's a should be more than welcome tactic in any tankers mind.

Of course, I'm mostly talking about a PUB match, where intel can be sparse, so in order for tank not to accidentally roll up to an enemy tank that he doesn't hear ensuring a bad surprise following by quick death.

Re: tank

Posted: 2012-11-05 03:18
by Rhino
SuperHornet wrote:You can sit in your tank and call it a "valid tactic" as much as you like, I will just continue to burst out laughing every time I see your tank get owned because you didn't hear it coming and got flanked. Yea, maybe sitting in the tank can work in Kashan, but wont work on Yamalia or anything with a forest.
We will see about that next time I'm ingame on a tank map with you since this has just turned into a petty argument...

Re: tank

Posted: 2012-11-05 04:18
by chrisweb89
It just comes down to the majority of people that know what they are doing in PR tanks use sound to their advantage. Sight is your only sense with your engine on(except for close sounds, or shots), and with your engine off you have two senses to help you win. The more you know about the space around your tank, the better chance you have of living.

I will never take a 3man tank into an AAS map because I don't want to lose my easy sound checks. It might be, it might not be realistic, but that's how the game is played(atleast by me).

Re: tank

Posted: 2012-11-05 04:50
by ShockUnitBlack
Plus having your engine on also makes it really easy to get detected by enemy units.

Though I don't want to turn this into a FH2 vs. PR thread, FH2's tank combat should be looked towards as a model for PR's own tank combat. It's excellent.

Re: tank

Posted: 2012-11-05 04:55
by Hunt3r
Guys, this is not the tactics forum.

Anyways, the point is that tanks in PR are really not great, mostly because engagement distances are completely off and things like armor and gunnery are nothing like what they are IRL.

IRL gunners basically never need to figure out lead or ballistic drop, that's all done for them by the FCS in normal mode. Only older tanks will need to do lead compensation, etc.

IRL starting and stopping a diesel engine is pretty damn easy. Turbines, not so much. IRL, front armor of the heavy MBTs is almost impenetrable. Sides and rear are basically game over for any MBT though, all it takes is maybe one or two sabots and everyone inside will be dead.

Re: tank

Posted: 2012-11-05 05:40
by 40mmrain
LOL leos get tracked after a an ATGM to the front of the turret.

how do you track a vehicle with a shot to the front of a turret?

Re: tank

Posted: 2012-11-05 06:26
by Heavy Death
40mmrain wrote:LOL leos get tracked after a an ATGM to the front of the turret.

how do you track a vehicle with a shot to the front of a turret?
By understanding how that damage works ingame.

Re: tank

Posted: 2012-11-05 07:40
by 40mmrain
sure is stupid, I love it when my tank has a seizure while returning fire on a T90 after being hit

Re: tank

Posted: 2012-11-05 09:29
by Arab
[R-DEV]Rhino wrote:We will see about that next time I'm ingame on a tank map with you since this has just turned into a petty argument...
FIGHT FIGHT FIGHT FIGHT FIGHT FIGHT FIGHT!

Re: tank

Posted: 2012-11-05 11:40
by Tit4Tat
Here is a good example of what happens when you cut your engine,



NWA - PR Operation Swecockscouse - YouTube
(its a bit long so start around 4.00)



btw, i am a victim of this ;)

Re: tank

Posted: 2012-11-05 12:15
by Predator.v2
Tit4Tat, maybe you can tell us the time of this "event" because not everyone wanna look through 9 minutes of gameplay.

Although the site itself is on german, you can still use this sheet for some informations about materials and projectiles:

PR:Schadenssystem

Here you see the different modifiers on front, side and rear/top armor.

Materials on tanks:

ImageImage

The different modifiers result in generally 3 hits to the front til death and 2 hits to the side/rear (if the tank has been minimal damaged by terrain even one hits from behind).

I think near "0 damage to the front" modifiers would really fuck up tank battles, as both tanks would only stand in front of each others, dont move, as they dont want to expose their very vulnerable sides and fire at each others until they explode after x hits or run out of ammo.

Maybe it would make sense, to reduce the front armor modifier, so it would take like 4-5 hits instead of 3 hits to the front, that might even be a good idea (one i have already thought about myself).

Btw Atgm:
Leo vs T90 tank battles are totally broken thanks to the t90s atgm. I dont really know how to "fix" the tanks atgms, unless you wanna "break" them like the Bradleys TOWs (not usable when driving). Although this supports "cutting engines and camping" again.

Re: tank

Posted: 2012-11-05 16:38
by 40mmrain
Predator.v2 wrote: Btw Atgm:
Leo vs T90 tank battles are totally broken thanks to the t90s atgm. I dont really know how to "fix" the tanks atgms, unless you wanna "break" them like the Bradleys TOWs (not usable when driving). Although this supports "cutting engines and camping" again.
more health on the front of the tanks, or change the track threshold to one point less than a frontal ATGM hit

Re: tank

Posted: 2012-11-05 17:12
by Stemplus
CrazyHotMilf wrote:rehino why cant you admmit you had a mastake this time only ? pr is not real life , his trying to be close too but pr is 3 hours maximum round when real life battles somtimes 28 hours and somtimes a month yes the 15 years old is stupid (lol me ) but his playing the game for about 3 years every day from 14:00 to 19:00 and somtimes 21:00 (well right now i am studing more means less pr cause i wanna make it to highschool) so please i made this trade after so many tank rounds that i was using this tactics and I managed to suckseed ( lol google translate bugged) please dont Underestimate my or other people's value
I don't really think that he made a mistake, since he only said that getting out of the tank is stupid, which is true. Cutting the engine is unrealistic (since it takes a bit of time and you never get this close anyway), but very useful in PR, however, you don't need to get out of your tank to listen to other tanks. Just go to F3 and duck. It's even better because you'll be able to take out any enemy attack choppers (Most, if not every HMG on the tank is for anti-air purpose) or take out bombcars if you spot them before your gunner will. And arguing about experience (AKA I'm so l33t pr0 in this game) is just silly because he played it longer (lol he's it's developer). It's like you would argue with DICE that you know BF2 better xD

Re: tank

Posted: 2012-11-05 17:43
by SShadowFox
/\ This, it's simply press fucking F3, I've lost how many times I've said this in this thread...

Re: tank

Posted: 2012-11-05 18:21
by Predator.v2
Stemplus wrote:It's like you would argue with DICE that you know BF2 better xD
THIS on the other side ... *thinking about bf3*

But i really haven't seen many attackchoppers going down from the tanks 0.50 cal. Maybe kiowa/littlebird class (and even more realistic to kill the pilot).