Tanks
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Tanks
Feedback on Tanks in the new version:
-HE rounds seem to do way less damage
-HE and AP rounds are less accurate (couldn't hit a standing man at 500m, it just missed)
-all armour is way too silent, had a Bradley sneak up 250m away from me without hearing it
I'll think of more.
-HE rounds seem to do way less damage
-HE and AP rounds are less accurate (couldn't hit a standing man at 500m, it just missed)
-all armour is way too silent, had a Bradley sneak up 250m away from me without hearing it
I'll think of more.
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: Tanks
edit:
As some people mentioned their issues with the Tank Armor System, I thought Ill give you an example how it works in 1.0.36.0:
Basically you could say that from strong to weak the armour has following order:
FRONT/TURRET > SIDE/TRACKS > REAR/TOP
M1A2 Example

Be advised that the invidual tank models have slightly differences in their setup, so the models do not look like always the same. One-Shoting a modern MBT is not possible in PR, but a well placed AP round at the rear or two front shots can cause the enemy tank to be disabled in some form for example.
As some people mentioned their issues with the Tank Armor System, I thought Ill give you an example how it works in 1.0.36.0:
Basically you could say that from strong to weak the armour has following order:
FRONT/TURRET > SIDE/TRACKS > REAR/TOP
M1A2 Example

Be advised that the invidual tank models have slightly differences in their setup, so the models do not look like always the same. One-Shoting a modern MBT is not possible in PR, but a well placed AP round at the rear or two front shots can cause the enemy tank to be disabled in some form for example.
Last edited by K4on on 2013-08-15 22:02, edited 1 time in total.
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Tanks
1. Splash damage against infantry, sometimes the round just does no damage to people standing <5m away from the blast point.[R-DEV]K4on wrote:1. against what? vs soft targets? vs armored targets? as vs softtargets it is quite the opposite.
2. yes, true - to be discussed
3. yes, true
I thought of another one:
4. The coaxial gun is a lot moire realistic now, IRL it's used to suppress infantry that gets too close to the tank and in 1.0 it's pretty much useless over some distance (just like IRL). The problem with that is that IRL modern tanks are fitted with another weapon station for commander to use and that one is a whole lot more effective than a simple coaxial gun. In PR there's no such thing, so having a coaxial gun that's able to suppress infantry at some distance makes sense, as it represents balance between ineffective coaxial gun and commander's weapon station.
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WilberLopez
- Posts: 10
- Joined: 2013-07-31 09:30
Re: Tanks
I think that is not gonna happen either..
continue reading this.. http://watchheropantimovie.com
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TheShaydeeOne
- Posts: 12
- Joined: 2012-08-16 22:12
Re: Tanks
I had a full round in the Chinese MBT yesterday which went pretty well. The HE splash seemed perfectly fine against infantry. I had no problems hitting targets with the main gun, I had a few AP rounds hit infantry targets at around 300-400 metres and had confirmed kills for them. Didn't seem to deviate much at all. Coax was the same, after a minute or two of getting used to where the drop was on the sight it was easy to adjust and knock some heads.
Vehicle sounds I can't attest to as most of our combat was done at extreme ranges, but my driver didn't seem to have any problems with the standard engine cutting tactic.
Edit: This was only one round though. I haven't got too into tanking yet.
Vehicle sounds I can't attest to as most of our combat was done at extreme ranges, but my driver didn't seem to have any problems with the standard engine cutting tactic.
Edit: This was only one round though. I haven't got too into tanking yet.
Last edited by TheShaydeeOne on 2013-08-04 07:52, edited 1 time in total.


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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Tanks
APC/TANK HE rounds really do seem less able. E.g. on Yamalia my gunner shot a T90 HE round into the feet of a canadian and he or the people in a 5-10m radius did not die.
Also agree with prevtzer on the sounds. Not sure if bug or feedback but the MEC/Russian shipunov 30mm cannon wrecks LAV-25/AAVP in <5 seconds of full auto fire. Completely over powered.
The drop on the coax is a bit too big though imo. I apperciate the realism but it could do with a bit less drop so it would maintain it's usefulness in some sense while being not too effective.
Also agree with prevtzer on the sounds. Not sure if bug or feedback but the MEC/Russian shipunov 30mm cannon wrecks LAV-25/AAVP in <5 seconds of full auto fire. Completely over powered.
The drop on the coax is a bit too big though imo. I apperciate the realism but it could do with a bit less drop so it would maintain it's usefulness in some sense while being not too effective.
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nAyo
- Posts: 571
- Joined: 2008-10-29 22:07
Re: Tanks
3. Way too quiet, couldn't hear a tank 600m from me while it was actually possible before, and while it is supposed to be super loud IRL.
Why has armor been overhauled anyway? it was perfectly fine and no one ever complained about it, I don't get it.
Why has armor been overhauled anyway? it was perfectly fine and no one ever complained about it, I don't get it.
"I, for one, am not a dictator. I'm the Supreme Leader" - Master
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TheSilencer
- Posts: 26
- Joined: 2013-01-18 13:46
Re: Tanks
As a very experienced ground vehicle gunner, I can say that the HE rounds have been nerfed quite heavily (against infantry and light vehicles e.x. BRDM). I've been testing this versus the bots on a variety of maps such as Kashan. HE rounds I think have a significantly smaller blast radius and do less damage.
HE rounds should be able to one shot an APC quite effectively or at least get it dark smoke and possibly burning.
Also, a bug I'd like to report (on Co-op) are the T-72's on Kashan have a gap of space big enough for an SABOT round to fit through and miss the tank completely. The gap is in between the turret and main body, and is visible.
I love the new coax, much improved from the Beta.
Vehicles are WAY to silent. I could barely hear the Bradley on Kokan from 75m away. It was so quiet. I could understand the stryker vehicle being as silent as it is, because it is like that IRL. But tracked vehicles are much, MUCH louder. Many vehicles are way to quiet now.
As an extremely experienced CAS Spotter, I mainly use my ears (ironic since I'm a spotter) to locate vehicles over long distances, but now that vehicles are so much quieter, that will be a very hard task to do on any map, especially Bijar where a DLOS is harder to obtain.
I love all the new models, all very sexy, and the Coax. So good.
HE rounds should be able to one shot an APC quite effectively or at least get it dark smoke and possibly burning.
Also, a bug I'd like to report (on Co-op) are the T-72's on Kashan have a gap of space big enough for an SABOT round to fit through and miss the tank completely. The gap is in between the turret and main body, and is visible.
I love the new coax, much improved from the Beta.
Vehicles are WAY to silent. I could barely hear the Bradley on Kokan from 75m away. It was so quiet. I could understand the stryker vehicle being as silent as it is, because it is like that IRL. But tracked vehicles are much, MUCH louder. Many vehicles are way to quiet now.
As an extremely experienced CAS Spotter, I mainly use my ears (ironic since I'm a spotter) to locate vehicles over long distances, but now that vehicles are so much quieter, that will be a very hard task to do on any map, especially Bijar where a DLOS is harder to obtain.
I love all the new models, all very sexy, and the Coax. So good.
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DesmoLocke
- Posts: 1770
- Joined: 2008-11-28 19:47
Re: Tanks
There is also a bug on Khamisiyah while crewing Abrams tanks on the Standard 3 jet layer. On more than one occasion (I would say 5 times to be exact) we lost a two man tank crew to CTD. Chrisweb and Bluedrake can chime in here too if they feel like because they can vouch for it. It was rather annoying. Both the gunner and driver would CTD at the same time leaving their tank stranded.
We couldn't nail down why it happened though.
We couldn't nail down why it happened though.
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nAyo
- Posts: 571
- Joined: 2008-10-29 22:07
Re: Tanks
BMP3 is way too strong (one tank AP shell + 50 Scimitar AP rounds and doesn't even smoke), SCORPION can't kill APCs, BEAST destroys APCs with 5 AP rounds, and so on.
Armored vehicles have been completely fucked up. It was completely unnecessary (and not even asked) to overhaul them and though it has been done. Why do DEVs not just focus on broken things/new things instead of randomly changing shit that has always been working, or at least that used to work well?
I hope it is going to be worked on, because right now it's really ridiculous, it makes no sense
Armored vehicles have been completely fucked up. It was completely unnecessary (and not even asked) to overhaul them and though it has been done. Why do DEVs not just focus on broken things/new things instead of randomly changing shit that has always been working, or at least that used to work well?
I hope it is going to be worked on, because right now it's really ridiculous, it makes no sense
"I, for one, am not a dictator. I'm the Supreme Leader" - Master
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Tanks
Can confirm all of what nayo said.nAyo wrote:Vehicles have been completely fucked up.
I hope it is going to be worked on, because right now it's really ridiculous, it makes no sense![]()
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Skitrel
- Posts: 81
- Joined: 2013-07-31 12:12
Re: Tanks
We had a tank get physically inside a compound our infantry were defending before it was even noticed because a friendly BMP was making more noise than it 2 grid squares away.nAyo wrote:3. Way too quiet, couldn't hear a tank 600m from me while it was actually possible before, and while it is supposed to be super loud IRL.
Why has armor been overhauled anyway? it was perfectly fine and no one ever complained about it, I don't get it.
Tanks definitely need upping in the engine sound department, they should be heard quite clearly from long range.
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Tanks
Agree with others. 1.0 is supposed to be this huge release that changes everything, but a lot of things (including armour) were generally great in the previous releases. All you should've done was to fix the commander's view where he sees all the shells go way above the target, try to improve motion stabilization and make tanks more versatile and different between each other. But instead you made some completely un-called for changes that are broken.
And then there are all the new "cool" effects, animations and models, which are great, but it doesn't really matter since huge number of people (me included) have to run the game on all low settings now, where everything looks like shit and we still get much lower fps than in previous versions.
And many of these bugs (gunner gets stuck when exiting Leclerc, APC that can swim still takes damage in water, all armour is way too quiet etc) are just so damn obvious that I really don't know what the hell testers were doing. Did nobody try exiting the Leclerc's gunner position? Really? Did nobody listen to a single piece of armour on any map? Come on...
Yes, this post is affected by rage, but it really is that bad.
And then there are all the new "cool" effects, animations and models, which are great, but it doesn't really matter since huge number of people (me included) have to run the game on all low settings now, where everything looks like shit and we still get much lower fps than in previous versions.
And many of these bugs (gunner gets stuck when exiting Leclerc, APC that can swim still takes damage in water, all armour is way too quiet etc) are just so damn obvious that I really don't know what the hell testers were doing. Did nobody try exiting the Leclerc's gunner position? Really? Did nobody listen to a single piece of armour on any map? Come on...
Yes, this post is affected by rage, but it really is that bad.
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TheSilencer
- Posts: 26
- Joined: 2013-01-18 13:46
Re: Tanks
Just played kamaisiyah on USMC. Drove a LAV around, snuck up on 3 infantry who were literally 10m away.
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TheSilencer
- Posts: 26
- Joined: 2013-01-18 13:46
Re: Tanks
I really did think that ground vehicles were SO PERFECT in .98. So perfect.
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Amrikirpgwarhead
- Posts: 20
- Joined: 2012-08-15 18:17
Re: Tanks
I shoot 75ap rounds on a btr80a and he survived and he killed us
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Tanks
0.98 vehicles worked excellent when crewed by a very skilled crew. Which was perfect. Now it's luck and OP vehicles that have nothing to do with skill.
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nAyo
- Posts: 571
- Joined: 2008-10-29 22:07
Re: Tanks
I second that.Prevtzer wrote:Agree with others. 1.0 is supposed to be this huge release that changes everything, but a lot of things (including armour) were generally great in the previous releases. All you should've done was to fix the commander's view where he sees all the shells go way above the target, try to improve motion stabilization and make tanks more versatile and different between each other. But instead you made some completely un-called for changes that are broken.
And then there are all the new "cool" effects, animations and models, which are great, but it doesn't really matter since huge number of people (me included) have to run the game on all low settings now, where everything looks like shit and we still get much lower fps than in previous versions.
And many of these bugs (gunner gets stuck when exiting Leclerc, APC that can swim still takes damage in water, all armour is way too quiet etc) are just so damn obvious that I really don't know what the hell testers were doing. Did nobody try exiting the Leclerc's gunner position? Really? Did nobody listen to a single piece of armour on any map? Come on...
Yes, this post is affected by rage, but it really is that bad.
Anyway, today armour experiences :
# 1 abrams AP shell on a BMP2 didn't do anything
# 3 abrams AP shells on a T72 didn't even track it or disable its turret
# 4 times during the same round : 1 abram AP shell on a BTR80 made it burn when it should clearly instantly annihilate it.
Ie, one AP shell on tank's turret :

Last edited by nAyo on 2013-08-04 21:57, edited 1 time in total.
"I, for one, am not a dictator. I'm the Supreme Leader" - Master
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Tanks
PR:BF2 Community Modding - Project Reality ForumsPrevtzer wrote:Agree with others. 1.0 is supposed to be this huge release that changes everything, but a lot of things (including armour) were generally great in the previous releases. All you should've done was to fix the commander's view where he sees all the shells go way above the target, try to improve motion stabilization and make tanks more versatile and different between each other. But instead you made some completely un-called for changes that are broken.
And then there are all the new "cool" effects, animations and models, which are great, but it doesn't really matter since huge number of people (me included) have to run the game on all low settings now, where everything looks like shit and we still get much lower fps than in previous versions.
And many of these bugs (gunner gets stuck when exiting Leclerc, APC that can swim still takes damage in water, all armour is way too quiet etc) are just so damn obvious that I really don't know what the hell testers were doing. Did nobody try exiting the Leclerc's gunner position? Really? Did nobody listen to a single piece of armour on any map? Come on...
Yes, this post is affected by rage, but it really is that bad.
Your more than welcome to fix them up yourself.




