Fess|3-5| wrote:
@CAS thank you for clearing up the AA situation. That almost sounds fun now.
That's what I keep saying.
Fess|3-5| wrote:
But I still cannot support the FCS. In it's presented state. I would however support it if rather than you simply having to get target within 10-20 meters of said enemy tank, you still have to get crosshair lined up perfectly first, then hit the lock button and it tracks that point. I think that's more realistic, and would be a good mix of the old way and the new.
Don't get me wrong, I like the idea of new FCS. I just don't like the "AutoAim" Feel of that one.
Perhaps if someone could send me the link and I could try it out, then I might change my mind.
Well this isn't just meant to represent a FCS. We also have to represent a stabilization system.
IRL:
- Gunner sees tank
- Acquires tank
- Lases
- Slews Turret
- Fires
- Adjusts
*These are our problem
In CA:
- Gunner sees tank
- Slews Target
- Locks
- Fires
But try an actual game against another tank:
- Gunner sees tank
- Slews Target
- Locks
*Bumps
- Slews Target
- Locks
*Bumps
- Slews Target
- Locks
*Bumps
- Slews Target
- Locks
- Fires
I found early in tests that the total delay between lasing for a gunner in games like "Steel Beats" some youtube vids, and mods for Arma, that the pitch stabilization while heading sideways didn't work well enough to justify a longer lock time.
Understand that previously it was about 1-1.5 seconds, and that was 1.5 seconds of actively acting as a human gyroscope with a pitch stabilizer that multiplies the upwards force by 2x when the turret is turned perpendicular to the tank chassis(try a tank in any version of PR from 0.7 - 0.85, you'll know what I mean).
The gunner in the actual abrams tank doesn't have to act as his own stabilizer, just point, lase, fire. The ones in PR have a much bigger workload. So we decided that this would make up for most bumps in terrain that would occur with most tanks.
And tanks battles in CA will have other issues as well. For example, the tanks are no longer mirror balanced.
The M1A2 and PLA T-98 each have comparable armor and weapons ranges.
However the T-72 has a lower firing range, as well as about 25% weaker armor, they will have a shorter spawn time however and be more numerous, so in a battle of attrition, they will have the upper hand. It also has an auto-loader which will give it a 2-3 second rate of fire advantage.