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PR Highlights Highlights of what work the Devs are currently working on

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Old 03-14-2016, 01:21 PM   #21
PatrickLA_CA

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Default Re: Tank armor changes

I don't understand the people complaining that you won't be able to kill 3 tanks if they roll up on your FOB. Well of course you shouldn't be able to kill them. That's why there are tanks on both sides, or CAS. The point of asset maps is to use combined arms to defeat the enemies, not have the infantry take everything out.

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Old 03-14-2016, 01:37 PM   #22
Maj.Osama
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Default Re: Tank armor changes

really great job on this change , i appreciate you!



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Old 03-14-2016, 02:09 PM   #23
Murkey
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Default Re: Tank armor changes

Quote:
Originally Posted by [R-DEV]Mats391 View Post
There might be more AT options for infantry to compensate
Really interesting update. Thanks. Besides upoming changes and working with other squads, the guided AT kits also come with another option:



Cheers, Murkey.

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Old 03-14-2016, 03:08 PM   #24
[R-DEV]Mats391
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Default Re: Tank armor changes

Quote:
Originally Posted by Chuva_RD View Post
not depending on blufor/opfor HATs which can't kill tank or make it burn is not normal

So in next patch panzerfaust will kill tank in rear however other HATs can't, so you make precedent? but for only germans, that how it looks. Give everyone ability to destroy tanks by rear shots with HAT, and this will be very nice
THE PF98 will also most like destroy with one rear shot. Deal 88% damage and 2% terrain damage is very likely. Likely will end on making RPG stronger as it is really bad HAT already anyway with only 150m max range.


Mineral: TIL that Wire-guided missiles actually use wire
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Old 03-14-2016, 04:09 PM   #25
PatrickLA_CA

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Default Re: Tank armor changes

Quote:
Originally Posted by Murkey View Post
Really interesting update. Thanks. Besides upoming changes and working with other squads, the guided AT kits also come with another option:



Cheers, Murkey.
This is exactly what we need next, I might be wrong but didn't the Combined Arms minimod have a top attack mode for one of the HATs?

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Old 03-14-2016, 04:12 PM   #26
Hiyy

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Default Re: Tank armor changes

So does that mean that the "tracking" mechanic of for all vehicles will be out of the mod soon? If that's true I feel like you're missing the diversity that features like that provide to gameplay. It is one of the main things that sets this mod apart from other games. The TOWs not being able to kill a tank from the front is pretty problematic and will make teams with no TOW emplacements (and HATs) pretty much defenceless against tanks.

Pretty much what this guy said:

Quote:
Originally Posted by Scheintot887 View Post
Good to see that you're working on the damage model of tanks.

...

But it does not look infantry friendly. Please do not forget the fact that you cannot rely on perfect rounds. Play PR, take a look into the gameplay.

When a Anti-Tank Position cannot do well against tanks (because Clans in tanks (that means you have three tanks rolling up together, probably with UAV support) will kill a FoB with stationary AT positions) the game will get worst for infantry. Even some none clan PR players who will drive together will do that.

Example: FOB with Tow. Enemy tanks comming across, TOW hits a tank in the front - no effect (at least not enough to surive and defend that FOB). All tanks are engaging, enemy FOB+inf+TOW+AA down.

I don't see the problem with well armored tanks but at the moment they are to many maps with TO MANY tanks + cas + any vehicles you can imagine to actually implement a system like that. It will destroy the balance. It will!

I would prefer less tanks. One tank which has a special meaning to the team. It is importent not to lose that one. He can be effective. He can kill a lot - but he needs to be carefully. That tank crew need to communicate, need to cover the team etc.. otherwhise it will get shot.

PR has ended up in an asset spam and with that armor update (which is good in general) it will get worst for infantry. I don't want to predict the worst case scenario but in my opinion this is probably gonna happen. (90%)...

I've seen a lot of PR updates up to now (playing PR since almost 6-7 years, longer than I am registrated here).
I'm gonna repeat myself: nice that you have the necessary skills and the dedication to that mod, thank you for that... but think about what I've said about that new comming tank/anti tank system which you gonna implement into the game.
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Old 03-14-2016, 04:57 PM   #27
[R-DEV]Mats391
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Default Re: Tank armor changes

Tracking vehicles is still in the game.


Mineral: TIL that Wire-guided missiles actually use wire
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Old 03-14-2016, 05:10 PM   #28
CG-Delta
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Default Re: Tank armor changes

Great job. I cheered out loud Good to see details like an extra plate on the side classify that part as front armour. And you work on APCs/IFVs now so it matters where you hit/expose your vehicle. Great.

I'd like to know a bit about angled shots. Example: You're in a tank and see another tank, front towards you, but you can ever so slightly see the side of the tank as well as well: Reality wise I'd say hit the front, as a 10 degree side hit (AP or HEAT) probably wouldn't do much.
But how does it work game wise?

I'm glad that ATGM is less strong so the cannon size makes sense and not every little shit box you put a missile on top of becomes a stronger vehicle than a MTB.

The thing you did with turrets last patch (slow fluid movement/acceleration movement). Some liked it/some didn't. I did. But you could alter turret movement and terrain movement help to define the vehicle (ex. turret movement of less advanced vehicle more clumsy) other than just the weapons you put into it, so the vehicles technology has more to say, and not just the technology of the ammunition available around the world, you stuff into the old crap.
When I'm on it. Tracked and wheeled vehicles seems too indifferent. Wheeled vehicles get stuck quite often in terrain, so you're careful with those. As you cannot simulate that, I simply suggest that you make wheeled vehicles slide more/less able to climb. Sad show Hades Peak or Fools Road

TOW is now seemingly a defensive/ambush tool, and no longer effective as a hold-down-defence weapon. It brings new challenges to the defence. More coordination and offensive defence. Maybe the TOW should be displaced from the rest of the defence.. I think you should give it time before adding 2 HATs per team to full servers, as some suggested.

Thanks a lot
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Last edited by CG-Delta; 03-14-2016 at 05:16 PM..
Old 03-14-2016, 05:35 PM   #29
qs-racer
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Default Re: Tank armor changes

Interesting.
It can lead to allow again to have 2 HAT available per team.

One question for the APC, does the color mean the same than tanks : Green: Front armor, Blue: Side armor, Teal: Rear armor, Yellow: Top armor.



Because it is strange to have a BTR weak point on the front, and strong on the top.

No more weak point on the door ?
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Old 03-14-2016, 06:10 PM   #30
Raklodder
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Default Re: Tank armor changes

It's getting warmer by the day!


Player Manual: www.realitymod.com/manual/pr_manual.pdf
Project Reality on Discord: https://discord.gg/qjgX7d7
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