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Tanks: Plans to remove 1 shot kill?

Posted: 2007-09-11 17:44
by Wolfe
Searched the forums. Tanks have been discussed to death in terms of crews, skins, etc. etc., but could not find anything relative to these questions. If I missed it, I apologize in advance.

  1. Is the ability to 1 shot kill a tank (mostly against the abrams) intentional by Dice and if so, why?
  2. Are there any plans by PR to remove the 1 shot kill method via recoding, remodeling, or any other means?


The ability to 1-shot kill a tank is old news, I know, but as more people learn about it in PR, the more the Abrams becomes useless against the T90. As an avid tanker, it has come to the point that I expected to be 1 shot killed and am now avoiding using the Abrams altogether, simply because it is insanely easy to kill them with one shot from any angle at nearly any distance if you know what you're doing. Using some recent testing as an example, I was able to 1 shot kill the Abrams with every hit regardless of it's direction and even when it was on the move. It was depressing.

Whether or not an Abrams can be defeated with 1 round in real life is irrelevant in this case to the larger issue of gameplay. It ruins it for tankers. Yes, this is a reality mod but first and foremost it's a game and what tank crew wants to organize itself, roll into the field, spot an enemy ta..... BOOM. Dead. Spawn back at base and wait 5-10 min so you can be 1 shot killed all over again. The only defense is to hope the T90 gunner doesn't know what he's doing and that's a pretty lame defense.

The T90 can be 1 shot killed as well, but the aim points to make this happen are fewer and much smaller than the Abrams. In effect, it's more a matter of luck to 1 shot the T90 versus relative easy skill to 1 shot the Abrams.

Anyway, the real question here isn't the ease at which a tank can be 1 shot killed, the real question is whether or not there are planes to remove it from the game?

Posted: 2007-09-11 18:02
by crudge
yes i agree, and tanks can't always be killed from the front with 1 shot from a RPG-7 so it's still realstic

Posted: 2007-09-11 18:02
by The_motivator
I guess I have no idea what I'm doing then, and neither do most of the people firing at me... I've lobbed rounds downrange, scored direct "kill" hits, and had no luck.

either way, wrong forum

Posted: 2007-09-11 18:58
by [EC]DR.NOobFragger
ive been in a t90 before and it usally takes me 2 to 3 shots to kill an Abrams... and visa versa. and i dont think an RPG-7 could pierce an Abrams at the front at all... maybe if u hit it in the exact same spot everytime for like 7 times...

Posted: 2007-09-11 19:06
by CareBear
hes no on about rpg's... he on about the ability that any decent tanker is able to 1 shot kill an abrham everytime, as it has such a retarded hitbox or sommit

Posted: 2007-09-11 19:10
by EagleEyeLG
We aren't talking about the RPG-7, so let's not bring it up here.

Next time you are in a game and are in a T-90, aim for the area in between the hull and the turret of an Abrams. If you hit it (which isn't very hard), you will get a 1-shot-kill. That shouldn't be happening.

I highly doubt an Abrams is this vulnerable IRL. It is one of the most technologically advanced tanks in the world.

Posted: 2007-09-11 19:54
by [EC]DR.NOobFragger
crudge wrote:yes i agree, and tanks can't always be killed from the front with 1 shot from a RPG-7 so it's still realstic

i was talking about him...

Posted: 2007-09-11 20:39
by ReaperMAC
Yeah, it is very fustrating and usually results in the US losing the map. Only way for the Abrams to survive is to engage T-90's at long range where hiting the exact spot to cause a 1-shot kill a matter of luck.

Posted: 2007-09-12 04:23
by 77SiCaRiO77

Posted: 2007-09-12 10:26
by LtSoucy
IT ALL DEPENDS WHERE U HIT THEM!

Weak spots on PR armor
M1A2 Abrams-under main gun, rear, under,top
T-90-Under, Top, rear, and right in the gun barrel.

I forget the chinese tanks areas. They hould be close to the abrams.

Posted: 2007-09-12 11:16
by $kelet0r
The problem is that no tank in the world can survive even one hit anywhere at under 1000m from another modern tank and that is what should be modelled ingame. None of this 3 sabots to the front and the third magically penetrates the armour.

Posted: 2007-09-12 13:08
by 77SiCaRiO77
yeah , sabot damage should be increased .

Posted: 2007-09-12 13:26
by El_Vikingo
What would be fun, instead of the tank bloing up "a la poof!", they should be disabled more often so that the crew must bail out! But thats just me.

Posted: 2007-09-12 14:51
by Ti_GER Niqo
IMO this problem is bigger for solotankers and tank crews that are not used to play together. A tank is no stationary weapon. As I know we do not have gyro supported tank guns, this is up to the tank crew communicating. The tank should be on the move, unless the gunner(or commander) has acquired a target. The gunner tells the driver to stop when he's(the gunner) ready, and as soon as the tank is standing still he must fire, weather its a hit or not, or give the "MOOOOOOVE!!!!!!" order. As soon as the driver hears the shot, he must put the pedal to the metal and go somewhere else. It's easier with a 3 man crew, where the commander can spot and give directions. Hitting a moving tank on these spots is really hard, if not impossible or sheer luck.
My 2c...

Posted: 2007-09-12 15:00
by Saobh
$kelet0r wrote:The problem is that no tank in the world can survive even one hit anywhere at under 1000m from another modern tank and that is what should be modelled ingame. None of this 3 sabots to the front and the third magically penetrates the armour.
For me that pretty much sums it up, armor isn't intended for close quarters battles with other armor, might as well have them but bayonets on and duel :?

So indeed it would be nice if the distance could be taken into account better.
For example in "M1A Tank Platoon" your sabot round lost a lot of punch at great distances while HEAT rounds just needed to score a hit (as it was the plasma blast which was the main factor of the penetration)
Which made for some very interesting tactical battles
But "Hard coded" comes to mind :(

Posted: 2007-09-12 18:24
by Jay
Saobh wrote: So indeed it would be nice if the distance could be taken into account better.
For example in "M1A Tank Platoon" your sabot round lost a lot of punch at great distances while HEAT rounds just needed to score a hit (as it was the plasma blast which was the main factor of the penetration)
Which made for some very interesting tactical battles
But "Hard coded" comes to mind :(
That's a great idea! I'm thinking this is possible, based on the fact that such a system exists for infantry already (after a certain distance, your shots start to do less damage). However whether this exists for, or can be transferred to vehicles, I don't know.

Posted: 2007-09-13 03:01
by Paladin-X
Jay wrote:That's a great idea! I'm thinking this is possible, based on the fact that such a system exists for infantry already (after a certain distance, your shots start to do less damage). However whether this exists for, or can be transferred to vehicles, I don't know.
Yes this is possible.

Posted: 2007-09-13 04:16
by youm0nt
Speaking of one shot kills, are glancing shots still possible for tank vs tank engagements? Check out the video in the link.
http://www.secretsofbattlefield.com/tankvstank.html