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PR:BF2 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
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2016-12-01, 18:05 | #21 | |
Join Date: Apr 2014
Posts: 133
Brazil
Location: secessionist southern states of Brazil
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Re: TOW damage to front armor
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But you have to remember that we currently have Lat's spam, and 2 hats may seem like an interesting idea, but our combat environments are much more complex not only having tanks, but also apcs and ifvs, these would be completely annihilated if we met 2 Hats plus the current lat's spam. (Even more so with maps where armored support comes down to only apcs and ifvs.) It would be interesting to have a staggered model of damage to the atgms, adding strategic variety and realism to the game, there is a lot of information spread about it that could be used. Just as an example: Atgms with 300 to 600mm penetration post ERA, maintain current model for the front arc, 50% damage for sides and back, 90% fire or kill for top ?, instant kills for apcs and ifvs. Atgms with 600+ at 8 ~~ mm rha penetration post ERA, front arc 60%, sides and rear heavy damages if less than 800mm and fire or critical damage, if greater than 800mm, top kills. Atgms with 900mm + rha penetration post ERA, heavy damage to front arc, kill to sides, rear and top. (front arc Possible disable in most of mbts, fire on some mbts?) (As far as I know in the PR today the highest atgm penetration values are 9m119 and Lahat, reaching 900mm rha penetration, post ERA.) Atgms 1000mm +, kills ... (For a possible future milan-ER, spike-ER or 9m123 ) (Hits on the front arc of most towers here should not mean a kill, as well reduced damage compared to the chassis for all other atgms.) Some modern mbt can present 2000mm + rha frontal arc protection against HEAT ammunition, so not even the 1000mm + atgm could penetrate frontally .... but as in PR we are dealing with damage and not penetration, it is difficult to know what to say in these cases ... These values that I suggest serve for the current concept of PR, if a concept of damage simulating penetration was adopted , then in these cases there should be 0% of damage or minor just to represent possible damage to externals intruments. - In cases of penetration would be fire, disabling or instantaneous kill. A problem would be the ERA, since I believe that the engine does not support the removal of the reactive blocks from the area after a hit. Of course, it would look much better with an independent damage model and individual survival capacities for each MBT, these values would not be absolute for all, simple concepts can be applied, as we know many mbt's today have extremely hardened towers frontal arches to Give effectiveness to the hulldown tactics, but more complex damage meshes and damage rate that each mbt receives for each varying atgm, only if the devs Can still wring blood from a stone of that engine. you can devs? heh , Addition of variety and realistic asymmetrical balance will always be welcome! Thank you very much devs for the great work on this update, keep up the good work. Edit: But after all this we can still go back and close a cycle of thinking, if the mbts' average resistance against heat penetrators, the average penetration value of the modern atgms, so we can presume non-penetration into the front arc , But because the engine can not simulate the loss of the external instruments, which would surely happen after multiple hits of atgm, without them for game mechanics means is simulated as dead tank, well thought out for the current concept of atgm damages. | |
Last edited by blayas; 2016-12-01 at 19:42..
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2016-12-02, 10:37 | #22 |
Join Date: Mar 2016
Posts: 90
Germany
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Re: TOW damage to front armor
Btw. Russian ATGMs vs. Abrams (export version)
Rear hit: https://www.youtube.com/watch?v=Grw2xeXXII0 Side hit: https://www.youtube.com/watch?v=fBwKYvINTds Front hit: https://www.youtube.com/watch?v=o8qrBkzQt64 (sound like a kornet) Note: Basic M1A2 export models (no DU armor, TUSK,...) vs. unknown types of ATGMS (maybe AT-4 Spigot/9k111 Fagot which is often mistaken for AT-14 Spriggan/9k135 Kornet) Besides these real life examples i think tanks are too strong compared to ATGM emplacments especially on maps with high view distance and little foliage. (e.g. Kashan, Khami). Is it possible to change the possibilty of being tracked after a ATGM hit? That would atleast allow a TOW to disable the enemy tank for quite some time. Rear hit: 90% damage --> burning (10 seconds until the tank will explode ) Side hit: 90% damage --> burning (10 seconds until the tank will explode ) Front hit: 33% damage --> chance of being tracked 75% |
2016-12-02, 18:22 | #23 |
Banned
Join Date: Apr 2015
Posts: 227
Germany
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Re: TOW damage to front armor
if that would be possible within the engine to set separate chances of being tracked according to which weapon is used it would be actually a good idea. i thought about that myself. for example a very high chance of the tanks turret becoming tracked woudl be nice
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2016-12-04, 12:07 | #24 |
Join Date: Jul 2009
Posts: 2,207
Yugoslavia
Location: Macedonia
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Re: TOW damage to front armor
In the frontal hit video Fuller posted above you can clearly notice the Abrams didn't mind that hit. The side shots are exactly as intended, unless there's ERA which is how it is in PR right now.
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In-game: Cobra-PR
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2016-12-06, 06:57 | #25 | ||
Join Date: Nov 2010
Posts: 190
Sweden
Location: Blekinge
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Re: TOW damage to front armor
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Logi/Any Heli/Trans Truck(they now have a purpose aside from being abandoned for 30 mins!) Quote:
Also making the crate pop when you shovel it up (not place) would solve the "deploy/destroy" to rearm loop (if this is possible) | ||
2016-12-06, 07:36 | #26 |
Banned
Join Date: Jun 2013
Posts: 346
Germany
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Re: TOW damage to front armor
Imo the best solution would be to change the current system with using different rockets:
-TOW rockets destroy a tank from side or back and make it tracked with a frontal hit -ATGM & HAT stay as they are With this change tanks would not rush TOW positions and tank battles would be balanced too! |
2016-12-06, 18:09 | #27 | |
Banned
Join Date: Feb 2012
Posts: 1,135
Finland
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Re: TOW damage to front armor
Quote:
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2016-12-06, 18:45 | #28 |
Banned
Join Date: Jun 2013
Posts: 346
Germany
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Re: TOW damage to front armor
Gameplay reason like reviving and other stuff.
Ground assets should fear tows, cas should fear aa and inf should fear assets. |
2016-12-08, 17:51 | #29 | |
Banned
Join Date: Apr 2015
Posts: 227
Germany
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Re: TOW damage to front armor
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niko completely nails it with his short post. its basically rock paper scissor. and the devs basically broke the scissor in half. stationary tows are a complete joke now. just look at the video with the challenger. yeah have fun mec guys towing tanks on burning or the chinese on shija. but yeah im sure there are countless situations every day where you can simple shovel a tow behind a tank and kill him lulz....ofc this tank wont move until the tow in its back is shoveled and warmed up. did i mention of course that the tank will also wait until you get crates behind him so you are able to shovel the tow in the first place....lulz | |
2016-12-11, 18:04 | #30 |
Join Date: Jul 2009
Posts: 2,207
Yugoslavia
Location: Macedonia
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Re: TOW damage to front armor
Except that inf doesn't fear assets because a 2cm wall can keep them safe from everything and they can just wait for the tank to slam a shell in their "hard cover" then pop up and remove him with HAT.
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In-game: Cobra-PR
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Tags |
armor, atgm, damage, front, front armor, poxo is ghey, tow, tow damage |
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