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PR:BF2 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
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#11 |
Retired PR Developer
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It would be cool to have dynamic reload speed for tanks with manual reload, but it's not possible IIRC.
T-72 has auto-loader speed 7 seconds and that is what reflected in first post, T-90 has basically same auto-loader with same speed. Same goes for Type 98 as for T-72 clone. That it something I can confirm. As for reload speed on Western tanks - I believe those are optimistic numbers, but I also trust assertions of my fellow MAs from USA and Europe. |
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#12 | ||
Banned
![]() Join Date: Jun 2009
Posts: 3,268
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Then I guess we need a buff to reload time of T-90/T-72/Type 98. Quote:
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#13 |
Retired PR Developer
Join Date: Oct 2007
Posts: 2,213
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Location: Oregon
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Manual loaders (aka humans) will usually load shells in an MBT at a slightly slower rate "overall" than auto-loaders, but it really depends on a variety of factors. With the auto-loaders it's really going to depend on the specific vehicle and how its loading system is configured.
For example, some of the auto-loading systems I've seen will wait until the gun is fired before grabbing another round to load up, while a human loader can manually grab the next round in anticipation of reloading. On the other hand, auto-loaders don't get tired, hungry, thirsty, sore, scared, or have to take a shit. Over extended periods, a manual loader is likely to have reduced reload times. Auto-loaders do require some PMCS though, and can always have a mechanical failure. If a human loader "breaks", such as taking injury or having some other reason for being unable to perform their job, you might have the option to swap out crew such as the TC taking over loading. But a mechanical failure/jam of an auto-loader means you're shit out of luck until it's repaired or unjammed. As for the actual times used for PR, I thought those times were discussed a while back in a few other posts and the times being used were those determined to best match up with "IRL" counterparts as well as offering a fair balancing of the game. If that's incorrect now, and times have been adjusted outside of their desired values, then you might want to consider fixing it. As others have stated, the game doesn't currently allow you to have dynamic load speeds based on desired factors such as crew morale, health, etc. At the same time, you're unable to simulate failures or jams in the auto-loaders. So for both, best option is to simply use their "perfect" rates of reload times. |
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#14 | |
Join Date: May 2011
Posts: 922
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Location: NOT NYC
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I would say that tanks can be left alone. Tanks seem very well balanced, thanks in part to the buffed armor stats on all tanks with a T in the name. Remember back in .95 or sooner when many of the "T" series tanks were easy to 1-shot kill. Complete side note, might need a bug report, but some tanks (Abrams, Leclerc) can fire 1/4-1/2 a second sooner that the "loaded" sound indicates. To be fair most tanks have a one hit kill spot, usually when you hit spots on the top of the turret. Most tanks will become disabled, or dead, with an accurate shot below the turret and above the hull. | |
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Last edited by tankninja1; 2014-05-27 at 21:02..
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#15 |
Retired PR Developer
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If the numbers are middle ground then it's probably ok, since most tanks will engage from stationary in PR since we dont have FCSs and all that jazz.
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#16 |
Retired PR Developer
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We talk about actual war, pressuring situation, terrain that is far from range conditions, fatigue etc.
I suggest to add 1 sec to loading time of tanks with manual load. Except T-62, it's already too damn high. |
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#18 |
Banned
![]() Join Date: Jun 2009
Posts: 3,268
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Last edited by ComradeHX; 2014-05-28 at 05:38..
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#19 |
Join Date: Dec 2012
Posts: 492
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#20 | |
![]() Join Date: Apr 2008
Posts: 160
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Human loaders ARE faster than autoloaders in most combat scenarios. Yes, of course they get tired, but I have yet to see a scenario where the loader would load round after round as fast as he can for 2 minutes straight. That would pretty much empty the ammo carried by a tank. Usually it's a few rounds as fast as possible until a target is destroyed and the tank ceases fire.
Also what people here forget about autoloaders is that depending of the orientation of the turret, it takes longer to load the round in reality, and that the gun needs to be set to a fixed elevation so the round can be loaded, then re-aligned at the target. The best reload times for autoloaders are of course measured under ideal circumstances. Another disadvantage of autoloaders is that they are nowhere near as flexible as human loaders when it comes to firing different types of ammunition. All of this is hard to project into the game, so overall I think the longer reload times of T-xx tanks is justified. Especially if you consider how powerful those gun-launched ATGMs are in PR, while in reality there advantage over sabots is highly debatable. If PR was to display 100% realistic combat, the T-72M would get wrecked by NATO tanks every. single. time. And likely with only one shot, too. Quote:
AFAIK the one-shot-spots of tanks ingame (hatches, periscopes) have been fixed already. | |
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Tags |
chinese, fast, faster, nato, reload, russians, tanks |
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