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Old 06-26-2008, 09:00 AM   #41
Skodz
Default Re: One Man Armor (Tanks and APC's)

Burn 1 man armor!
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Old 06-26-2008, 09:18 AM   #42
black-wolf
Default Re: One Man Armor (Tanks and APC's)

Quote:
Originally Posted by devnull View Post
Not so many threads ago, somebody suggested two kit apporach to this problem: make separate crewmand driver and crewman gunner kits, and enforce delay for kit switches. I think it would be more practical solution than long warmup times etc.
But, because you can request your crewman kit at a tank, the player would just hop out of the tank after driving, request a gunner kit, and start firing.
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Old 06-26-2008, 01:36 PM   #43
M.Warren

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Default Re: One Man Armor (Tanks and APC's)

Quote:
Originally Posted by devnull View Post
Not so many threads ago, somebody suggested two kit apporach to this problem: make separate crewmand driver and crewman gunner kits, and enforce delay for kit switches. I think it would be more practical solution than long warmup times etc.
Quote:
Originally Posted by black-wolf View Post
But, because you can request your crewman kit at a tank, the player would just hop out of the tank after driving, request a gunner kit, and start firing.
Exactly. Although this is an older thread, I had similar views on the "alternate crewman kit" not too long ago but noticed this loophole aswell. Unfortunately it's becoming clear that it'll be rather difficult to prevent people from circumventing the system. There are not very many options we have left to stop One Man Armor.

Take the Blue Pill or take the Red Pill?


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Old 06-26-2008, 08:07 PM   #44
Nibbit

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Default Re: One Man Armor (Tanks and APC's)

Quote:
Originally Posted by M.Warren View Post
2. Turret cannot be moved unless a Driver is present in the drivers seat. (No Driver means: No engine, no power, no turret. That's reality, period. <And "manual hydraulic backup systems" aren't an excuse so people can be running amuck with valued assets.>)
ye u got a point there, but there mite b a downside to this. It once happened to me that our t-90 got badly damaged, but even with 1 broken track we got it behind a rock and hid it there, we cldnt really go anywhere, so my driver hopped out, trying to help me spot things from the other side of the rock, while I was manning the turret in the immobolized tank.

So ye, its a nice idea to stop noobs/solo'ers from suiciding armor into battle, but can b annoying in certain situations like this.


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wtf is a acronym

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Old 06-26-2008, 08:19 PM   #45
Conman51

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Default Re: One Man Armor (Tanks and APC's)

the hacks must be fixed!!!!!!!!!.that will solve most of it....and also the spawn time hack.....that WUmnuts noob put it on youtube and now every one knows bout it
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Old 06-26-2008, 08:28 PM   #46
Bringerof_D
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Default Re: One Man Armor (Tanks and APC's)

yeah wtf why hasn't anyone else thought of no driver no working turret?!

wait better yet, why not no gunner no driving. i mean alot of the time when you get to a good spot the driver often jumps to the MG seat to cover the rear incase of infantry, so in which case you wouldnt disable the turret when you need to kill that common sneaky *astard who gets too close
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Old 06-26-2008, 08:32 PM   #47
Bringerof_D
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Default Re: One Man Armor (Tanks and APC's)

Quote:
Originally Posted by Conman51=US= View Post
the hacks must be fixed!!!!!!!!!.that will solve most of it....and also the spawn time hack.....that WUmnuts noob put it on youtube and now every one knows bout it
kinda off topic there, take that to the "bugs" thread, the devs will take it more seriously there
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Old 06-26-2008, 08:34 PM   #48
Bringerof_D
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Default Re: One Man Armor (Tanks and APC's)

Quote:
Originally Posted by black-wolf View Post
But, because you can request your crewman kit at a tank, the player would just hop out of the tank after driving, request a gunner kit, and start firing.
how about this? if you have one crewman kit the other one is not available to you
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Old 06-26-2008, 08:55 PM   #49
Colt556
Default Re: One Man Armor (Tanks and APC's)

Bring you might be onto something. Perhaps just making it so that the turret wont work unless the tank has two people in it. Doesn't matter which seats, driver, or MG, just aslong as two of the seats are filled. This way that driver can hop on the MG while defending a flag n help ya out.

But ultimately, the whole idea of having the turret disabled unless someone is in the take idea is the ONLY idea thus far that will work. All other ideas suggested wont work, as they have loopholes.

60 second cooldown? The solo-tanker just parks, hops on the gun, and 60 seconds later he can fight. It's not a deterant in the least.

Seperate kits? Talk about cumbersome, and what happens if you lose your driver and want to RTB? You're kinda boned, not to mention the loophole mentioned earlier.

Now if the tank requires two people in it for the turret to operate, there isn't a loophole. There is absolutely no way for a solo-tanker to work. It's flat out impossible. NO other idea can guarantee this, so I think it's a no brainer which idea we should use.
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Old 06-27-2008, 12:40 AM   #50
DeltaFart

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Default Re: One Man Armor (Tanks and APC's)

wow old thread resurecction for the loss Id say
How did this end? Can't remember really tired now....


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Biggest time killer :P

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