tank soloing and delay

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billdan
Posts: 319
Joined: 2007-04-13 22:58

tank soloing and delay

Post by billdan »

there should be at least 2 times more of a delay before you can fire both the main cannon and co-ax guns when you switch seats from driver to gunner positions

this would give 2 to 3-man tanks crews even more of an advantage against solo tankers and then maybe we'll start seeing less of the latter
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Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

already suggested?

there already is a 5 second delay on entering the gun mount for the main barrel. A delay for the driver was tested but couldn't make it work properly. No worry though, the next release should see a huge disadvantage to solo tankers and even 2 man tanks vs. 3 man tankers.
Last edited by Wolfe on 2007-08-19 20:21, edited 1 time in total.
MAINERROR
Retired PR Developer
Posts: 1873
Joined: 2007-07-22 17:54

Post by MAINERROR »

Good idea but the solo drivers have another tactic. They place their tank on a hill and wait for ppl.
Cp
Posts: 2225
Joined: 2006-04-17 18:21

Post by Cp »

I have said this in a couple of other tank threads but I'll take any chance to spam it again so here i go:
Tanks should always need atleast 2 ppl to operate, it is too powerfull to give to only one person, The tanks turret shouldnt work if theres no one in the driverseat. this would prevent solo tanking. But you should still be able to drive the tank solo, so if your gunner for some reason gets sniped in the middle of nowhere then you can go back to the closest CP and pick him up again.
This mod is all about teamwork and why the devs havent done anything against solo tanking is still puzzling me.
too many times have I been in an armor squad waiting for a tank, when they all spawn 4 guys from diffrent squads takes them alone, goes off alone and dies in a couple of minutes, ALONE.
A common arguement against the requerment of 2 crewman in a tank is that there isnt always enough ppl on the server to spare 2 guys for each tank.
But this is complete (insert a non friendly word here), If there isnt enough ppl then they shouldnt use the tanks, if there is less than (IIRC) 14 ppl on one side, you cant request a sniper kit, because you cant have 3 guys in a team of 14 sniping (2 marksmen (yes, i know it isnt a sniper kit, they dont) and 1 sniper). I have seen solo tankers steal tanks infront of armor squads planing to go 2 in each tank more than I have seen to few ppl on a server to fully man the tanks.
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

Cp20000 wrote:The tanks turret shouldnt work if theres no one in the driverseat.
Good idea. Wonder if it's codeable.
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

I think tank soloing should be spot on by DEV team as primary preferce to deal with
Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

Bigger maps = can flank with tanks = drive round hills with solo tanks on them = destroy solo tanker.


Good idea (orginal post), pitty it cant be done but i am confident as Wolfe said the next release wil deal with such, partly with the introduction of more big maps.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Wolfe wrote:Good idea. Wonder if it's codeable.
Genious.
No driver - disable turret. But then they could still shoot in one direction..which if the enemy moves, means fail for them :twisted:
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Cp
Posts: 2225
Joined: 2006-04-17 18:21

Post by Cp »

The thing with solo tankers is that they are easy to take out if you 2 man a tank, but its hard to 2 man a tank when everyone takes them solo!!1111oneoneoneeleven
Metis-M
Posts: 107
Joined: 2007-01-25 23:58

Post by Metis-M »

Momiiiii, one solotanker have more brain then i and my friend..... :-( :lol:

No, Abarms need 4 people to operate and T-90 3 men, if realism then please do it right.

And solotanker is really disadvantaged by now, but if 2men tank cant use right armor tactics only then they lose. Not everyone is good pilot or crewman, its same as not everyone is good quaterback.
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

Disabling the turret while there's no driver will prevent gunners from covering the driver while he's repairing the tank if it's damaged.
"Practice proves more than theory, in any case."

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El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Realism / Gameplay issues for 4 men tanks.
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
Cp
Posts: 2225
Joined: 2006-04-17 18:21

Post by Cp »

Metis-M, Its not enemy solo tankers that grinds my gears, they are just fun to "pwn", its solo tankers on your team, they take an asset and uses it poorly, ruining gameplay.

and about the 4 man tank crew, what would the loader do? press R every shot fired? why would that improve gameplay?
Cp
Posts: 2225
Joined: 2006-04-17 18:21

Post by Cp »

Cerberus wrote:Disabling the turret while there's no driver will prevent gunners from covering the driver while he's repairing the tank if it's damaged.
hows that negative? in reality; Im pretty sure that they wouldnt change tracks on a tank while the turret is firing and it makes it easier to take out tanks/tank crews that arent careful


maybe I should calm down. feels like I have taken this thread hostage...
dbzao
Retired PR Developer
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Post by dbzao »

In the next patch crewmans are not getting issued a wrench anymore.
Outlawz7
Retired PR Developer
Posts: 17261
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Post by Outlawz7 »

Cp20000 wrote:The thing with solo tankers is that they are easy to take out if you 2 man a tank, but its hard to 2 man a tank when everyone takes them solo!!1111oneoneoneeleven
Not really, if the fkers are camping on a hill and you cant coordinate with the gunner/driver or get feedback from other units, before you even go there, you can get taken out.

But nothing was better than crewing a T90 on Kufrah having a good gunner and taking out all 4 solo M1A1's before they even knew, what happened :D
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

[R-DEV]dbzao wrote:In the next patch crewmans are not getting issued a wrench anymore.
Yep, solo tankers will be at even bigger disadvantage.

It wont stop them soloing, but at least when your armor squad finds one, he better gtfo, because he doesnt stand a chance :D
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Metis-M
Posts: 107
Joined: 2007-01-25 23:58

Post by Metis-M »

Outlawz wrote:Yep, solo tankers will be at even bigger disadvantage.

It wont stop them soloing, but at least when your armor squad finds one, he better gtfo, because he doesnt stand a chance :D
Yeah, and on your server will be always in ur igi squad an engineer as mg-gunner to repair the tank, and if guest dont find one who is ready do only this, who cares. :wink:
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

My tank wish list:
  • Turret stability
    Similar to apc and .50, where the turret stays level even when the vehicle is moving. The coding already exists for apc and .50 cal... would be great to apply that to tanks where it belongs.
  • Internal position for engineer/.50 cal
    Any nearby explosions like grenades, light AT, or heat rounds do little or no damage to the tank, but easily kills the 3rd gunner position. In the next patch (3rd position is your only wrench), this will be devastating. If SL spaws are removed, this will be even more devistating because once dead, he cant respawn on ya in the field. would be nice to have an internal slot that is safe from outside elements so that the 3rd position can ride without dying constantly.
  • Increased main turret accuracy
    Small arms have better accuracy than tank shells. Very frustrating to aim at tank treads from only 1000m out only to have the round land short. If i were a sniper, it be a headshot. At medium and long ranges, the accuracy of tank shells should be tightened up a bit.
  • Increased torque on sloped terrain
    APC's (wheels) have better traction than tanks (treads). Should that be the other way around?
  • Tank driver/commander night vision/target box
    Normal sight/zoom, then switch over for thermal vision (black/white) that adds target boxes around light and heavy armor. Although infantry would not appear through smoke, the target boxes do. Voila. Thermal!
  • Better "damage received" indicator
    When taking hits at long range, very often you don't see, feel, or hear the shot hit your tank. At most, the edge of the screen may briefly flash red but that's it... very hard to spot when you're focused on combat. I gotta believe that if your tank is hit by a round at any distance, you damn sure would know it.
NEW!
  • Rearming by wrenching the supply crate
    Tank crews should have to exit the tank and wrench the supply crate or other object that is supplying the ammo for the rearm to be effective. Realistic and kinda fun.
  • Repairing should take much, much longer
    Currently, an engineer can turn the wrench for a few seconds to repair a direct sabot hit, and the tank is right back in the action. I've even seen tanks take constant direct hits as an engineer or two engineers wrench away from the rear, making the tank virtually invincible. Kinda gamey.
Last edited by Wolfe on 2007-08-20 20:57, edited 1 time in total.
tekkyy
Posts: 111
Joined: 2007-06-26 14:53

Post by tekkyy »

[R-DEV]dbzao wrote:In the next patch crewmans are not getting issued a wrench anymore.
Yeah they also misleading. I've see many crewmans trying to demine lol.

Although I think an engineer repairing a tank should receive damage when the tank fires.
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