Deployable Hull-Down?

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SchildVogel
Posts: 254
Joined: 2010-07-01 16:40

Deployable Hull-Down?

Post by SchildVogel »

I know that "hull down" is generally a tactic of positioning the tank on a hill in a way that only the very top and barrel are exposed, and have seen it described in these forums. But...certain factors such as barrels that don't depress far enough and non-ideal terrain can make this impractical, pretty difficult, or impossible. But I've also seen a type of hull down where it's set up/built by digging in, making a mount of dirt, and placing sandbags, etc.

So, my suggestion is a deployable hull-down position. It would be sort of like the sandbags already ingame for infantry, but much more resilient to damage and designed for a tank to fit in and be sufficiently covered (or any other vehicle). It could even have some type camouflage.

It would ideally be deployable with the crewman kit, with a max 2 allowed at a time. This would add another tactical aspect, with deciding where to strategically set up for an ambush, defense/area denial, or fallback position to lure enemy tanks to. This would also provide extra protection against those pesky TOWs and HATs. Hell, maybe even a few laser guided missiles from jets and helicopters.

I may have accidentally left out a few details I thought up, so any questions are more than welcome.
Expatriate Gamer
Posts: 89
Joined: 2008-08-24 05:56

Re: Deployable Hull-Down?

Post by Expatriate Gamer »

SchildVogel wrote: So, my suggestion is a deployable hull-down position. It would be sort of like the sandbags already ingame for infantry, but much more resilient to damage and designed for a tank to fit in and be sufficiently covered (or any other vehicle). It could even have some type camouflage.
What about maps like karbala where its all flat?
Looy
Posts: 73
Joined: 2010-05-31 12:26

Re: Deployable Hull-Down?

Post by Looy »

As long as the buggers have to leave the tank to set it up I quite like this idea.
Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: Deployable Hull-Down?

Post by Bufl4x »

I love this idea. We can already use foxholes to put hmws and vn3s in hull-down position, so why not have it for bigger vehicles too?

Some reference images:

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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Deployable Hull-Down?

Post by Arnoldio »

EJOD Desert had those sand pits for tanks.
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Deployable Hull-Down?

Post by Sabre_tooth_tigger »

I'd love to see this available. Really dont like to see the tank or apc used as disposable items and lost within 5 or 10 mins throughout the game.

Amazing gameplay happens when the assets are used and kept alive in a game, maybe the whole game.

A big problem with bf2 is the base terrain detail is limited, thats fair enough because its so old I realise its restricted. If the fault could be covered this way Im sure it'd improve the tactics alot.
At the moment cover is hard to obtain in most cases hence players adopt a kamikazee style or move in a mob
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Deployable Hull-Down?

Post by Rudd »

I think that a hulldown would be a problem as a deployable as it would need to be very large
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driver-ch-driver
Posts: 820
Joined: 2008-06-15 17:00

Re: Deployable Hull-Down?

Post by driver-ch-driver »

Someones been playing Company of Heroes I see :p

Anyway, I like the idea, I think it would make assets more important and help them to last longer, and also it would be good for defence of an objective...

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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: Deployable Hull-Down?

Post by Maxfragg »

well, it could be used at certain places like the new deployable bridges, but it would be exploided if you could place such things everywhere.
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Deployable Hull-Down?

Post by alberto_di_gio »

It is realistic ok but the question is do we really need it?
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Deployable Hull-Down?

Post by Rhino »

The idea has been brought up before but not for some time so I dont think it should be locked as a re-suggestion since we didn't have deployables or they where only in the early stages since it was last here, is quite an interesting idea tbh I'm not sure if I like it or not yet tbh :p

Can some people maybe bring out a full concept for it, maybe just as a ref or group of refs of how they would like it to look or draw up in paint or something the basic concept and more importantly, mark out the rules for deploying these things, where they can be deployed and what items are needed to deploy them if any etc? Ie, can they only be built near firebases and do they require any crates or special creates etc?

ChizNizzle wrote:EJOD Desert had those sand pits for tanks.
Ye but they where pretty useless apart from in the early days. They where better for infantry cover than anything else :p


[quote=""'[R-CON"]Rudd;1397101']I think that a hulldown would be a problem as a deployable as it would need to be very large[/quote]

Ye this is one of the major problems and could also be placed on a huge slope which would look retarded.


[quote="Maxfragg""]well, it could be used at certain places like the new deployable bridges, but it would be exploided if you could place such things everywhere.[/quote]

Not really an option for these, two many networkables and on maps like Kashan too many areas for them and unlike the CSBs no real way of showing the player where they can be deployed without lots of lumps of dirt randomly in the ground everywhere :p
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DeltaFart
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Joined: 2008-02-12 20:36

Re: Deployable Hull-Down?

Post by DeltaFart »

[R-DEV]Rhino wrote:Not really an option for these, two many networkables and on maps like Kashan too many areas for them and unlike the CSBs no real way of showing the player where they can be deployed without lots of lumps of dirt randomly in the ground everywhere :p
Hahahaha, make it camel turds!
SOunds likea cool idea, but Fleshing the idea out will be the most difficult to do
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Deployable Hull-Down?

Post by alberto_di_gio »

can it be limited to some maps?
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Looy
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Joined: 2010-05-31 12:26

Re: Deployable Hull-Down?

Post by Looy »

[R-DEV]Rhino wrote: Can some people maybe bring out a full concept for it, maybe just as a ref or group of refs of how they would like it to look or draw up in paint or something the basic concept and more importantly, mark out the rules for deploying these things, where they can be deployed and what items are needed to deploy them if any etc? Ie, can they only be built near firebases and do they require any crates or special creates etc?
How about...
  • Deployed by SL who has crewman kit (maybe give crewman an alternate type of radio).
  • Built like any deployable.
  • Must be within 100-200m of a crate.
  • Takes about x2 the build time of a foxhole.
  • Basically a big U shape of sandbags that come up past the tanks tracks.
  • Can withstand a decent amount of damage, enough to absorb several direct RPG hits.
Or...
  • Tank Driver can enter Hull-down mode by using right click.
  • Must be within 100-200m of a crate.
  • Tank must be stationary, not sliding on a hill.
  • While in hull down, the tank cannot move.
  • Sandbags build up on the tank, they are not deployable, just attachments to the vehicle.
  • The more time is spent in hull down (and the more sandbags are on it) the more the tanks resistance to hits to the front, sides and back increases, this maxs out at about 3 minutes.
  • The tank hulls down slower if it has crew inside it (to represent the crew getting out to build.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Deployable Hull-Down?

Post by Rhino »

Looy wrote:Or...
  • Tank Driver can enter Hull-down mode by using right click.
  • Must be within 100-200m of a crate.
  • Tank must be stationary, not sliding on a hill.
  • While in hull down, the tank cannot move.
  • Sandbags build up on the tank, they are not deployable, just attachments to the vehicle.
  • The more time is spent in hull down (and the more sandbags are on it) the more the tanks resistance to hits to the front, sides and back increases, this maxs out at about 3 minutes.
  • The tank hulls down slower if it has crew inside it (to represent the crew getting out to build.
Now that's an interesting idea.

It wouldn't work in the exact way your suggesting it BUT having the "Hull-Down" deploy on the tank's exact location (providing the tank is not upside down) could really make this idea work well, without any stupid deployments like on the side of a hill because if the tank has to be in the position where its going to be deployed and if it is on the side of the hill and the tank sits there, it will deploy at the same rotation the tank is at making it basically 90degs to the terrain :D
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HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: Deployable Hull-Down?

Post by HeXeY »

Looy wrote:How about...
  • Tank Driver can enter Hull-down mode by using right click.
  • Must be within 100-200m of a crate.
  • Tank must be stationary, not sliding on a hill.
  • While in hull down, the tank cannot move.
  • Sandbags build up on the tank, they are not deployable, just attachments to the vehicle.
  • The more time is spent in hull down (and the more sandbags are on it) the more the tanks resistance to hits to the front, sides and back increases, this maxs out at about 3 minutes.
  • The tank hulls down slower if it has crew inside it (to represent the crew getting out to build.
If this is possible, a timer at say 1 minute should be added, and during this time the tank would be rendered useless, also to represent the crew getting out, I would assume the gunner would help, this would also prevent someone from doing it instantly to not die from a attacking tank.
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SchildVogel
Posts: 254
Joined: 2010-07-01 16:40

Re: Deployable Hull-Down?

Post by SchildVogel »

do we really need it?
Well, tanking has become pretty unpleasant with the amount and power of assets used to take them out. This would lower the effectiveness of those and/or raise the skill needed to destroy the tank.


I'll start trying to expand the whole idea and get some more details down on paper.

But a question I have is: Since one type of hull down wouldn't work as well for all the different types of tanks, would it be possible to have a few different types depending on which army you are? I'd assume it is since the MG deployables have different guns mounted and there are different tows.
Tim270
PR:BF2 Developer
Posts: 5166
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Re: Deployable Hull-Down?

Post by Tim270 »

SchildVogel wrote:Well, tanking has become pretty unpleasant with the amount and power of assets used to take them out. This would lower the effectiveness of those and/or raise the skill needed to destroy the tank.
It would also drastically encourage camping.
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Rhino
Retired PR Developer
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Re: Deployable Hull-Down?

Post by Rhino »

SchildVogel wrote:But a question I have is: Since one type of hull down wouldn't work as well for all the different types of tanks, would it be possible to have a few different types depending on which army you are? I'd assume it is since the MG deployables have different guns mounted and there are different tows.
It would be possible yes, epically if we had it deployed by the tank's location we could tell what tank it is and deploy the right mesh for it but really we only one want deployable for all tanks.

Tim270 wrote:It would also drastically encourage camping.
Well TBH tank's in r/l can play a large defensive role which we dont really see in PR.
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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Deployable Hull-Down?

Post by boilerrat »

[R-DEV]Rhino wrote:
Can some people maybe bring out a full concept for it, maybe just as a ref or group of refs of how they would like it to look or draw up in paint or something the basic concept and more importantly, mark out the rules for deploying these things, where they can be deployed and what items are needed to deploy them if any etc? Ie, can they only be built near firebases and do they require any crates or special creates etc?

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