Tanks...
Posted: 2011-02-19 16:39
Ima total tank/asset whore, after joining the PRT and doing some research about tanks and afters looots of PR tanking exp I finally decided to post sum feedback about teh tanks in PR.
1)All tanks have weakpoints/strongpoints - front, side, rear, top and wierd armor types/parts.
You can 1 shot tanks by hitting the front lights/periscopes, or do heavy damage/1 shot with TOW by hitting the track wheels which is same as if u'd hit the engine.
Most people dont know exactly where to shoot but in competitive play it gets ugly.
The best tank in terms of weakpoints would be the Leopard 2 because it only has frontal,side and rear armor and the tracks arent a weakpoint of epic doom and destruction. Imo all tanks should be more or less like it, so what if u cant hear a glassy sound when u hit periscope with a knife.
2)Tank's main advantage should be the distance they can engage stuff, because of engine limitations the max distance would be 1km at best.
Once again, because of engine limitations u cant fire on the move, making u an easier target.
Another thing is that there's nothing you can do about a guy/s going prone/crouch -> stand -> fire on a rooftop/hilltop or just behind a small bump.
It turns out that tanks exist mostly to kill themselves on map edges away from flags and infantry, and that the most wise thing to do with them is simply leave them at main or camp far from enemy lines unless u manage to kill atleast 8 infantrymen to make up for a tank+crew loss which rarely happens vs a good team.
3)It probably deserves a thread of its own, the Challenger 2 tank - Its supposed to a quality over quantity tank, better than T-72, better than Abrams (imo, dont flame). In PR, it looks badass, it sounds badass, but when it comes to performance its utter ****.
-It takes 5 seconds to start moving after a complete stop. Something no other tank has.
-Its wayyy too easy to 1 shot with a HAT (in PRT, 6/6 CR2's destroyed on Dragon fly were 1 shot) or disable after what it starts jumping like crazy and overall it's armor aint good.
-Its also very unstable on uneven terrain, starts shacking and jumping on small bumps n stuff.
4)Merkava - Shouldnt the turret be a strong point, covered by loads of armor plates, built for urban warfare in mind? Because ATM its the the main weakpoint of the tank (2 AP rounds to destroy).
5)T-72 - Imo its better than it should be, thermals, equal armor to modern tanks.. If u look at Burning Sands, Kashan and maybe Iron Eagle MEC has the advantage in armor. Tanks are equal in power, but their IFVs (BMP-3, and now BMP-2M) give them the advantage (Bradley sux, Warrior/Namer have no AT capabilities). "Nerfing" this tank's armor/AP capabilites would imo make it both more realistic as well as balance things out on the large faction vs faction scale.
6)T-90 - It has a ridicilous amount of 1 shot-kill weakpoints and nothing to reflect it's anti-anti-tank stuff like the Shtora thingy...
1)All tanks have weakpoints/strongpoints - front, side, rear, top and wierd armor types/parts.
You can 1 shot tanks by hitting the front lights/periscopes, or do heavy damage/1 shot with TOW by hitting the track wheels which is same as if u'd hit the engine.
Most people dont know exactly where to shoot but in competitive play it gets ugly.
The best tank in terms of weakpoints would be the Leopard 2 because it only has frontal,side and rear armor and the tracks arent a weakpoint of epic doom and destruction. Imo all tanks should be more or less like it, so what if u cant hear a glassy sound when u hit periscope with a knife.
2)Tank's main advantage should be the distance they can engage stuff, because of engine limitations the max distance would be 1km at best.
Once again, because of engine limitations u cant fire on the move, making u an easier target.
Another thing is that there's nothing you can do about a guy/s going prone/crouch -> stand -> fire on a rooftop/hilltop or just behind a small bump.
It turns out that tanks exist mostly to kill themselves on map edges away from flags and infantry, and that the most wise thing to do with them is simply leave them at main or camp far from enemy lines unless u manage to kill atleast 8 infantrymen to make up for a tank+crew loss which rarely happens vs a good team.
3)It probably deserves a thread of its own, the Challenger 2 tank - Its supposed to a quality over quantity tank, better than T-72, better than Abrams (imo, dont flame). In PR, it looks badass, it sounds badass, but when it comes to performance its utter ****.
-It takes 5 seconds to start moving after a complete stop. Something no other tank has.
-Its wayyy too easy to 1 shot with a HAT (in PRT, 6/6 CR2's destroyed on Dragon fly were 1 shot) or disable after what it starts jumping like crazy and overall it's armor aint good.
-Its also very unstable on uneven terrain, starts shacking and jumping on small bumps n stuff.
4)Merkava - Shouldnt the turret be a strong point, covered by loads of armor plates, built for urban warfare in mind? Because ATM its the the main weakpoint of the tank (2 AP rounds to destroy).
5)T-72 - Imo its better than it should be, thermals, equal armor to modern tanks.. If u look at Burning Sands, Kashan and maybe Iron Eagle MEC has the advantage in armor. Tanks are equal in power, but their IFVs (BMP-3, and now BMP-2M) give them the advantage (Bradley sux, Warrior/Namer have no AT capabilities). "Nerfing" this tank's armor/AP capabilites would imo make it both more realistic as well as balance things out on the large faction vs faction scale.
6)T-90 - It has a ridicilous amount of 1 shot-kill weakpoints and nothing to reflect it's anti-anti-tank stuff like the Shtora thingy...
