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Posted: 2008-06-06 14:17
by M.Warren
Message to the reader:
If you enjoy an in depth look at a possible solution to the balancing of Light AT, Heavy AT and the capability of Tank rounds against enemy armor, this is for you. Please keep in mind that I had devoted atleast 10 hours of my time to creating, evaluating and mathmatically checking to the farthest extent of my human abilities to make sure that this is 100% correct in every possible bit of information provided in this post.

I had also gone the extent to try and make these formulas as general as possible so that they could be applied to the game engine if numeral values could be devised and adjusted to compensate. Unfortunately I do not have enough experience with the BF2 editor to check these values for myself as I would most likely find better results banging my head on the wall. Now without any more delay...


The post begins...

In my own opinion and in agreement with a handful of other players, it's becoming increasingly clear that there is an issue between munitions and armor. Especially when facing Heavy AT, this detail is the most noticeable for those that dare operate an APC. It simply comes down to the damage caused by missles and projectiles versus armor.

The biggest issue here is that Project Reality has accepted the current balance between armor, missles and projectiles over time. And with that said, there as also been a major factor that has been seldomly utilized in battlefield tactics as at this point and time as of the v0.75 patch. This detail? Shot location against enemy armor...

So, what about shot location? It's a common understanding that armored vehicles throughout history has maintained a balance between defensive capability at the cost of something else. Even to this day, modern tanks and even APC's (IFV's) still offer a greater amount of armor to the front of the vehicle as opposed to the Left, Right, Rear, Top and Bottom of the vehicle. And you know what? We should see more disabled vehicles, burning wreckages with crews and infantry fleeing as it's a very possible battlefield occurance. Especially now as we've become increasingly numb to the fact that everything's capable of being a "one shot" kill. Although I am not against this occurance as it's particularly possible, but it must be done properly and in the right measure.

Also, before you go on to browse through this archive of data, please remember one thing... When a vehicle is Destroyed it has been completely obliterated beyond the point of no return, dead is dead. However, the term Burning should also be considered a form of being Destroyed. The main point of Burning is to give the crew and occupants a chance to escape and run out of a Burning vehicle before it completely blows up. This means they will be able to possibly escape and live to see another day should they aquire medical attention after successfully escaping a Burning vehicle.

Also keep in mind that Burning vehicles CANNOT and SHOULD NOT be able to be repaired while it is aflame, as we'll see reruns of the v0.6 patch. In other words, consider a Burning vehicle your second chance to survive, not the equipment.

Aside from that, a vehicle will enter the state of Smoking when it's been damaged to an armor level range of 50%-31%. Also a vehicle will enter the state of Burning when it has been damaged to an armor level of 30%-1%. A vehicle is considered Destroyed when it reaches an armor level of 0% and below (Negative percentiles.).

To help explain the armor levels of vehicles, they're quite simple as they're done in doubles. Example...
  • Medium jeeps such as a Hummer (M1114 HMMWV), Vodnik (GAZ 39371) and an Nanjing (NJ-2046) is worth 100% armor value.
  • APC's (IFV's) such as a Pirana (LAV-25), BTR-90 and a WZ-551 (Wuzhuang) is worth double a medium jeep at 200% armor value.
  • Tanks (MBT's) such as an Abrams (M1A2), Challenger 2 (FV4034), T-90 and a Type-98 is worth double of an APC (IFV) at 400% armor value.
Section 1A. Damage scale for APC's (IFV's) vs Light Anti-Tank
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Light Anti-Tank damage value is 80.
A. Light Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +120/200 Damaged (60% Armor Remaining.)
<Note: APC has withstood a rocket attack. Immediate repairs are highly recommended.>
C. Light Anti-Tank x 2 shots = +40/200 Burning (20% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
D. Light Anti-Tank x 3 shots = -40/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>

2. Left and Right Side Armor: Light Anti-Tank damage value is 90.
A. Light Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +110/200 Damaged (55% Armor Remaining.)
<Note: APC has withstood a rocket attack. Immediate repairs are highly recommended.>
C. Light Anti-Tank x 2 shots = +20/200 Burning (10% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
D. Light Anti-Tank x 3 shots = -70/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>

3. Rear, Top and Bottom Armor: Light Anti-Tank damage value is 100.
A. Light Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +100/100 Smoking (50% Armor Remaining.)
<Note: Causes the APC to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread/wheel failure.).>
C. Light Anti-Tank x 2 shots = 0/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>


Section 1B. Damage scale for APC's (IFV's) vs Heavy Anti-Tank
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Heavy Anti-Tank damage value is 160.
A. Heavy Anti-Tank x 0 shot = +200/200 Undamaged
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +40/200 Burning (20% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
C. Heavy AT x 2 shots = -120/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>

2. Left and Right Side Armor: Heavy Anti-Tank damage value is 180.
A. Heavy Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +20/200 Burning (10% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
C. Heavy Anti-Tank x 2 shots = -160/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>

3. Rear, Top and Bottom Armor: Heavy Anti-Tank damage value is 200.
A. Heavy Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = 0/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>


Section 1C. Damage scale for APC's (IFV's) vs Tank Main Cannon AP (Armor Piercing) round.
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Tank Main Cannon AP round damage value is 180.
A. Tank Main Cannon AP x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +20/200 Burning (10% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
C. Tank Main Cannon AP x 2 shots = -160/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>

2. Left and Right Side Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 200.
A. Tank Main Cannon AP x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = 0/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>

3. Rear, Top and Bottom Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 220.
A. Tank Main Cannon AP x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = -20/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>


Section 2A. Damage scale for Tanks vs Light Anti-Tank
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Light Anti-Tank damage value is 80.
A. Light Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +320/400 Damaged (80% Armor Remaining.)
<Note: Did you feel something?>
C. Light Anti-Tank x 2 shots = +240/400 Damaged (60% Armor Remaining.)
<Note: Yeah, that's Light Anti-Tank.>
D. Light Anti-Tank x 3 shots = +160/40 Smoking (40% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>
E. Light Anti-Tank x 4 shots = +80/400 Burning (20% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
F. Light Anti-Tank x 5 shots = 0/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>

2. Left and Right Side Armor: Light Anti-Tank damage value is 90.
A. Light Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +310/400 Damaged (77.5% Armor Remaining.)
<Note: Um, was that a Light Anti-Tank?>
C. Light Anti-Tank x 2 shots = +220/400 Damaged (55% Armor Remaining.)
<Note: Tank has withstood several rocket attacks. Immediate repairs are highly recommended.>
D. Light Anti-Tank x 3 shots = +130/400 Smoking (32.5% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>
E. Light Anti-Tank x 4 shots = +40/400 Burning (10% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
F. Light Anti-Tank x 5 shots = -50/400 Destoyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>

3. Rear, Top and Bottom Armor: Light Anti-Tank damage value is 100.
A. Light Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +300/400 Damaged (75% Armor Remaining.)
<Note: Um, was that a Light Anti-Tank?>
C. Light Anti-Tank x 2 shots = +200/400 Smoking (50% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
D. Light Anti-Tank x 3 shots = +100/400 Burning (25% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
E. Light Anti-Tank x 4 shots = 0/40 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>


Section 2B. Damage scale for Tanks vs Heavy Anti-Tank
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Heavy Anti-Tank damage value is 160.
A. Heavy Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +240/400 Damaged (60% Armor Remaining.)
<Note: Tank has withstood a Heavy Anti-Tank missle. Immediate repairs are highly recommended.>
C. Heavy Anti-Tank x 2 shots = +80/400 Burning (20% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
D. Heavy Anti-Tank x 3 shots = -80/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>

2. Left and Right Side Armor: Heavy Anti-Tank damage value is 180.
A. Heavy Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +220/400 Damaged (55% Armor Remaining.)
<Note: Tank has withstood a Heavy Anti-Tank missle. Immediate repairs are highly recommended.>
C. Heavy Anti-Tank x 2 shots = +40/400 Burning (10% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
D. Heavy Anti-Tank x 3 shots = -140/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>

3. Rear, Top and Bottom Armor: Heavy Anti-Tank damage value is 200.
A. Heavy Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +200/400 Smoking (50% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
C. Heavy Anti-Tank x 2 shots = 0/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>


Section 2C. Damage scale for Tanks vs Tank Main Cannon AP (Armor Piercing) round.
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Tank Main Cannon AP round damage value is 180.
A. Tank Main Cannon AP x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +220/400 Damaged (55% Armor Remaining.)
<Note: Tank has withstood an enemy Tank Main Cannon AP (Armor Piercing) round. Immediate repairs are highly recommended.>
C. Tank Main Cannon AP x 2 shots = +40/400 Burning (10% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
D. Tank Main Cannon AP x 3 shots = -140/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>

2. Left and Right Side Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 200.
A. Tank Main Cannon AP x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +200/400 Smoking (50% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
C. C. Tank Main Cannon AP x 2 shots = 0/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>

3. Rear, Top and Bottom Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 220.
A. Tank Main Cannon AP x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +180/400 Smoking (45% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
C. Tank Main Cannon AP x 2 shots = -40/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>


Now if your mind isn't frizzled out by now, you're the lucky one... Although I could have spent another 4 hours attempting to make values for numerous other munitions we face in game, I figured I'd stop myself as I am firmly aware that there is a 90% chance in which all that I just typed was in vain. So to save myself a headache as my advil bottle is running low, tell me if this does not draw a more intresting picure for Project Reality.

One thing is for sure, there will certainly be more burning vehicles with crewman and occupants running for thier lives. This will certainly add to the atmosphere and still provide a true realistic feel of enemy and friendly soldiers fleeing for thier lives from a burning wreckage. This will also reduce the amount of "one shot" kills while still maintaining the achievement of destroying the enemy armor and removing it from the battlefield for the next 20 minutes. Not to mention that it will hopefully encourage players to use APC's (IFV's) again without having to constantly be fearful of being part of a mass vehicular suicide.

I just hope someone can take this and apply it in some manner. Otherwise I think I just may verywell have to dig out the BF2 editor and start teaching myself.

Version 1.5

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 14:25
by Deadfast
Yet another wonderful suggestion by Warren. Will it ever stop? :D


I agree on all points ;) .

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 14:27
by nicoX
Agreed, much more realism must be added to the vehicles. It seems much has been left out in this area! I once suggested smoke in a vehicle that will hurt the crewman and passangers if they don't jump out. Then I don't know how much can be done in this area.
One shot kill on a APC is really annoying. Even while your not shot at just knowing there is a H-AT out there just waiting to blow you out and him knowing he will do his job.

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 14:34
by jOHNNYdOUBE
I concurr.

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 14:44
by ostupidman
While I do like the idea. I once again have to defend a HAT insta-kill on an APC. These things are designed to take out tanks with one round. The damage they cause to an APC is catastrophic. Take a look at this youtube video and tell me that infantry would be walking out of the M113 after hit with the SRAW.

YouTube - SRAW Missile Demonstration

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 15:06
by M.Warren
ostupidman wrote:While I do like the idea. I once again have to defend a HAT insta-kill on an APC. These things are designed to take out tanks with one round. The damage they cause to an APC is catastrophic. Take a look at this youtube video and tell me that infantry would be walking out of the M113 after hit with the SRAW.

YouTube - SRAW Missile Demonstration
Yes, I have seen that video before and I've used it myself to back up post threads aswell. I do agree with you about it's capabilities, but at the same time we must make abstract alternatives to keep the game fun but also base it around reality as much as possible.

In my post you can see that Heavy Anti-Tank still successfully destroys APC's, however if the strike occurs on the front of the APC there is a small window and a chance to escape it before it blows. That cannot be said though should the missle land on the Left, Right, Top, Bottom or Rear of the APC.

There are still outside arguements about Heavy Anti-Tank. All of which has ranged from suggesting to slowing down missle velocity, increasing aquisition time, reducing the amount of missles you can have with you at one time, etc.

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 15:21
by Rudd
Jonny wrote: Or just remove the kit if it cant be made to act realistically.
Oh dear, don't do that, its all we ground pounders have!

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 15:31
by NYgurkha
i agree, simply because it has lots of math in it.

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 15:36
by M.Warren
Jonny wrote:But it still should not take more than one shot to finish a tank, you could give the crew time to escape if you hit the front armour, but still kill in one shot.

Or just remove the kit if it cant be made to act realistically.
At the same time we're still trying to preserve the "teamwork" aspect.

Keep in mind that ostupidman's YouTube post showed that the Anti-Armor version of the SRAW caused damage to the M-48 tank. But in no way did it actually cause it to completely combust and explode into thousands of pieces. That tank is an old M48 "Patton" tank which was produced in the late 1940's-1950's and I can assure you there's no cutting edge technology or reactive armor on that thing.

In game we use the SRAW (Predator) against T-90's (MEC) and Type 98's (PLA) which are significantly more advanced and modern than other countries. The SRAW is probably best equipped for taking out enemy armor such as the T-60 (Militia) or T-72 which is much older than other tanks and would certainly pose a greater threat to it.

With the "teamwork" aspect in mind, I would highly suggest if you do infact use the Heavy Anti-Tank make sure you bring someone else with a Light Anti-Tank with you. Because in all honesty after a tank is hit by a Heavy Anti-Tank in game, it then becomes very weak and a single Light Anti-Tank round may very well disable the turret or cause the tank to throw a tread, possibly even cause it to burn... Now it's really stuck and vulnerable to infantry tactics. Should give it a try on the map Qwai River some time.

The HMMWV TOW is the only ground vehicle with a missle that is capable of destroying a tank or getting it to burn with a single shot to the rear to the best of my knowledge. That thing simply is massive.

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 16:09
by General Dragosh
Dr2B Rudd wrote:Oh dear, don't do that, its all we ground pounders have!
Not true, i still have my C4 so !

Banzai, super engie in action :mrgreen:

And by the way, about the above, the sugestion- i dont like vehicles blowing up and turn to nothing, that is redicolus, if they are destroyed than only if they stay destroyed and not disapearing !

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 16:11
by ostupidman
Don't think we use the predator ingame. It would be the multi-purpose round since it's a direct fire, and not an over the tank kill. While I don't have a problem with it not taking out a newer MBT with one shot, I do with the lightly armored APC. Warren I would concede the ability of a front hit to make it possible for the infantry to bail out, being that the drivers portion of the vehicle could theoretically take most of the explosion. You however showed a side shot as down to 10% percent and burning. There is where I would disagree with you. With the lighter armor on the sides and the sheer power of the HAT I don't see a chance of squad walking out of that....maybe flying out as roof is blown off...lol. Otherwise I really like the suggestion and the effort you put forth.

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 16:16
by Antonious_Bloc
I think APCs should explode-instantly after being hit in the side with H-AT. There would be no survivors.

Also, 3 hits to destroy a tank? Geez.

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 17:20
by Drav
I agree with the chance to escape an APC if it hits the front armour. Other than that, I prefer slowing the missile down to its proper speed. I've heard one way a proper tank crew defeats optically guided missiles is to fire at the operator while he attempts to guide the missile, forcing him to take cover and spoil the shot.

I still have all my work on the Eryx if anyone wants to take a look at it....

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 17:27
by Deadfast
M.Warren wrote:the T-60 (Militia)
Just a little rant: that thing is T-62. Not that it would make the protection against SRAW any better :D

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 17:32
by M.Warren
Mescaldrav wrote:I agree with the chance to escape an APC if it hits the front armour. Other than that, I prefer slowing the missile down to its proper speed. I've heard one way a proper tank crew defeats optically guided missiles is to fire at the operator while he attempts to guide the missile, forcing him to take cover and spoil the shot.

I still have all my work on the Eryx if anyone wants to take a look at it....
I remember seeing your work Mescaldrav, I certainly support it and I remember it looking absolutely phenominal. From launch, to guidance speed, and even the distinctive twirling of the propulsion system is all there. Really well done and you deserve recognition without a doubt.

I hope the developers have taken an eye to your efforts. I would highly suggest having them direct your thread to the Community Modding forum section if it's not already there. That may verywell place your work in an area that'll have more developer traffic.

By the way, did you happen to have any new info about the SRAW? I'd love to hear about it sometime if you did.

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 17:35
by M.Warren
Deadfast wrote:Just a little rant: that thing is T-62. Not that it would make the protection against SRAW any better :D
Hehe right, right. I always keep mixing that thing up. Glad for the clarification, I've mislabeled my squad name countless times and it annoyed me for the remainder of the round. :lol:

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 17:46
by [PR]CATA.Mobius
I'm an armor guy myself, and I must say it would be unfair to the infantry to have the tanks survive up to three hits with the heavy anti-tank weapons. The weapon only carries two rounds, after all, and won't be able to be reloaded (to my knowledge) by a riflemen's ammo bag, thus making rearming for that third shot tactically and logistically difficult.

Re: Armor and Munitions: There may finally be a balance.

Posted: 2008-06-06 19:41
by M.Warren
'[PR wrote:CATA.Mobius;693831']I'm an armor guy myself, and I must say it would be unfair to the infantry to have the tanks survive up to three hits with the heavy anti-tank weapons. The weapon only carries two rounds, after all, and won't be able to be reloaded (to my knowledge) by a riflemen's ammo bag, thus making rearming for that third shot tactically and logistically difficult.
Humm, seems there is some miscommunications happening.

To clear up some of the confusion (May be simply because I had not explained it clear enough, I apologize.) Heavy Anti-Tank still destroys enemy tanks in 2 shots. The only thing that changes are as follows:

If Heavy Anti-Tank strikes a tank from the front, left or right side atleast 2 times it will force the vehicle to burn. Soon as the burning occurs it cannot be stopped and the crewman must evacuate the vehicle and abandon it as it will explode shortly.

If Heavy Anti-Tank strikes a tank from the rear, top or bottom atleast 2 times it will cause the vehicle to explode immediately. Thusly giving the crew no chance to escape the vehicle in time.

So all that truely occurs is whether or not the crewman are able to flee the vehicle with thier lives in time. But the fate of the vehicle remains the same. It will be destroyed by burning or an instant explosion.

Not only will this make things intresting and more realistic, it will also increase the value of infantry gaining access to a tactically advantegeous location to make swift work of enemy armor. As opposed to the current method of just firing at it whatever way you want, so basically with this method teamwork and tactics will yield better results.