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Reduce AT weapons range

Posted: 2009-02-10 22:07
by Outlawz7
Right now all AT weapons go beyond 1km and can be used for long range rocket sniping, which I'm sure is nothing new to the PR vets *cough*

What I'm suggesting is adding realistic maximum ranges, which would mean no more sniping tanks across 1km of desert or using LATs over great distances.

I dug up some info:
Eryx - 50m to 600m
Eryx Heavy Anti-Armour Missile - Army Technology

SRAW - 17m to 600m
Multipurpose Individual Munition / Predator Short Range Assault Weapon (MPIM/SRAW)

PF98 - ??m to 500m
I found the above info on Wiki, but details are hard to find, sinodefense.com articles also seem to have vanished.

RPG7 - 10m to 500m, missile self-destructs at 920m however.
RPG-7

RPG26 - ??m to 250m
RPG-26 Rpg-26 Rshg-1 Rpg-27 Warhead Anti-tank Heat Rocket

AT4 - ??m to 300 meters
AT4 - Wikipedia, the free encyclopedia
Discuss.

Re: Reduce AT weapons range

Posted: 2009-02-10 22:21
by McBumLuv
I wouldn't mind seeing this, the Light AT wouldn't feel the limits much either because even if you learn their drop, at that range they are extremely ineffective.

Only one question though, what would happen to the rockets while in fight after they've reached their "maximum" range? Would they continu on and Unguided course, would they fly straight up into the air like AA missiles and ATGM when they've reached maximum range? Or would they all just self destruct at a self-destruct range.

Also, I wouldn't have any doubts of it being possible to code, except for the fact that current coded missiles with range limits get fairly weird bugs, à la disappearing and exploding without sound/effects.

Re: Reduce AT weapons range

Posted: 2009-02-10 22:22
by Spec
If its realistic, I'd be fine with it.

Re: Reduce AT weapons range

Posted: 2009-02-10 22:22
by waldo_ii
Eryxs and SRAWs I suppose could be guided until 600 meters, then just fly straight. The RPG7, I think, should have a very small effective range, as they are in real life. IRL, there is no way you can engage something past 300 meters with it with any sort of accuracy.

Re: Reduce AT weapons range

Posted: 2009-02-10 23:00
by Alex6714
Same as the hellfires, just make them selfdestruct at those distances. Not the best way but it works.

Can´t see why not to do it tbh.

Re: Reduce AT weapons range

Posted: 2009-02-10 23:16
by Jaymz
Big changes planned for the Heavy Anti-Tank class for 0.9. Some of the current launchers will go, some will stay. Realistic engagement ranges will also be implemented.

Note : The maximum range of a PF-98 is much more than 500m. I'd source sinodefence but it's currently down.

Re: Reduce AT weapons range

Posted: 2009-02-10 23:23
by Solid Knight
What happens at the max range? Their rockets have burnt out and they start to slow down until they hit the ground. You can have this behavior in BF2.

Re: Reduce AT weapons range

Posted: 2009-02-10 23:36
by Scot
[R-DEV]Jaymz wrote:Big changes planned for the Heavy Anti-Tank class for 0.9. Some of the current launchers will go, some will stay. Realistic engagement ranges will also be implemented.
Javeelin?

:mrgreen:

Oh cmon, who didn't see that coming :p


But i do agree with OP, if it's realistic, add it.

Re: Reduce AT weapons range

Posted: 2009-02-10 23:52
by McBumLuv
Scot wrote:Javeelin?

:mrgreen:

Oh cmon, who didn't see that coming :p


But i do agree with OP, if it's realistic, add it.
I see it, I see it :mrgreen:

Though, between you and I, the Devs'll only hint at whatever'll happen with their winks a month before the release, so saying we thought so won't make 'em admit to it or not :p

Re: Reduce AT weapons range

Posted: 2009-02-11 00:33
by Spuz36
Well at least a Javelin will limit what they shoot it at. It could be modded only to lock on to a source and be able to fire? That would make it so you can't use it vs infantry.

If the Jav isn't in the future then I think they should only be guided for a realistic distance, then fly like a dud, maybe implement a bullet drop detail after the realistic distance.

Re: Reduce AT weapons range

Posted: 2009-02-11 00:36
by Alex6714
Sw1ss+A1R+F0RC3 wrote:Well at least a Javelin will limit what they shoot it at. It could be modded only to lock on to a source and be able to fire? That would make it so you can't use it vs infantry.
You know in real life not only are they used on infantry, yet they can also lock onto infantry/small heat sources?

Re: Reduce AT weapons range

Posted: 2009-02-11 00:40
by Solid Knight
Javelin missiles can also lock on to helicopters in real life.

Re: Reduce AT weapons range

Posted: 2009-02-11 00:42
by Alex6714
Just about anything with a heat source I would presume.

Re: Reduce AT weapons range

Posted: 2009-02-11 06:28
by Expendable Grunt
'[R-DEV wrote:Jaymz;931248']Big changes planned for the Heavy Anti-Tank class for 0.9. Some of the current launchers will go, some will stay. Realistic engagement ranges will also be implemented.

Note : The maximum range of a PF-98 is much more than 500m. I'd source sinodefence but it's currently down.
Aw, but I want it now :(

Will the armor have new upgrades as well? Releases seem to be themed most of the time...major infantry upgrades = major air changes; major AT changes = new armor changes, etc.

M.

Re: Reduce AT weapons range

Posted: 2009-02-11 06:53
by SocketMan
waldo_ii wrote:Eryxs and SRAWs I suppose could be guided until 600 meters, then just fly straight. The RPG7, I think, should have a very small effective range, as they are in real life. IRL, there is no way you can engage something past 300 meters with it with any sort of accuracy.
The fact that it's rocket self destructs at 900m+ was used in Afghanistan
against the soviet troops.I don't have a problem with limiting RPG7 range in PR
as most people can not do the 900m shots in RL (have to be a real expert) but
the damage must be adequate.For example 1 rpg to destroy a Humvee/Support
truck and 2 to kill an APC which atm is not the case.
Cap it at 200m with realistic damage.

As far as HAT goes - my personal opinion is that the total number of kits should be increased per team,but the tanks should have the warning beep back.
The HAT range should probably be decreased and the range for APC's with AT capability (M2a2/BMP3) increased (triple) since gui9ded AT missiles do have greater range then cannons in RL.So basically realism all the way,no sacrifices for
the "game play",if HAT shoots 600m max - make it so :razz:

Re: Reduce AT weapons range

Posted: 2009-02-11 07:17
by PRC_Heavy_Z
'[R-DEV wrote:Jaymz;931248']

Note : The maximum range of a PF-98 is much more than 500m. I'd source sinodefence but it's currently down.
The max range of the general purpose HE round is 1800m, though there are unconfirmed claims that it could go as far as 2000m. The anti-armor round has a range of 800m.

Re: Reduce AT weapons range

Posted: 2009-02-11 07:31
by single.shot (nor)
China for the winning!
i see a flaw, in this.... the AT-4 has 50m lonnger range than the -29 (MEC l-at right?) and the SRAW has a 17 m arming range compared to a 30 eryx arming metres. the US cant always bre the best....=p