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

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Old 03-14-2016, 06:34 PM   #31
bandwevil

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Default Re: Tank armor changes

So, will there be any reason to use tank-launched ATGMs now (T90/Merkava)? AP now seems to be more damaging, faster, and less revealing, so I don't see why anybody would use it unless they manage to run out of AP.
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Old 03-14-2016, 06:38 PM   #32
tobi-the-fraggel
PR Server License Moderator
Default Re: Tank armor changes

Quote:
Originally Posted by Chuva_RD View Post
truly, german bias from german developer! Tandem RPG shot in the rear which can't kill a tank, this looks ridiculous
Actually the german heavy AT rocket is also a tandem-warhead. Just saying as by your post it looks to me like you saying the german one is not.
Panzerfaust 3(PZF-3) - ProjectReality Wiki - Wikia

Also depending on wikipedia in real life the in the OP mentioned RPG-7VR warhead is less effective compared the the german 3-T (DM 22) warhead.
https://en.wikipedia.org/wiki/PG-7VR
https://en.wikipedia.org/wiki/Panzerfaust_3

So it makes sense if both warheads have different penetration capabilities.

Again though, as much as this is PROJECT REALITY, it still is a game and the differents in penetration between the 2 warheads shouldn't be 18% imho even though that fits real life comparisons more or less. In the end though a shot to the rear should cause severe damage to all main battle tanks from all tandem warheads.
The gameplay will judge if it was wise to do that or not.

?Ford!" he said, "there's an infinite number of monkeys outside who want to talk to us about this script for Hamlet they've worked out.?
― Douglas Adams
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Last edited by tobi-the-fraggel; 03-14-2016 at 06:45 PM..
Old 03-14-2016, 06:50 PM   #33
piratepengu
Default Re: Tank armor changes

Now I can rush a TOW fob without the chance of dying as long as I angle my armor right, but I can also get instakilled by 2 men with lats in a building behind me. I can't tell if it's a nerf or a buff ayy lmao
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Old 03-14-2016, 07:05 PM   #34
CURRENT_YEAR
Default Re: Tank armor changes

Horrifying change for defensive infantry. A stationary TOW launcher is a very exposed position already. It needs to be effective against enemy armor. A tank shouldn't be able to to roll up on a defended FOB just like that.

It's not like currently the defensive infantry positions dominate tanks. No. It's the already other way around. After this change it'll be 10x worse. A well set up defensive position would mean almost nothing then to enemy assets. Enemy tanks won't even have to wait for the CAS/area attack before rushing a well-built position.

While the change in armor system is great, the front armor is way too invulnerable. A much better idea would be to leave the front armor as protective as they are now, and make the side/top/rear armor weaker as in the update.
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Last edited by CURRENT_YEAR; 03-14-2016 at 07:37 PM..
Old 03-14-2016, 09:33 PM   #35
Cavazos

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Default Re: Tank armor changes

Awesome!

Quote:
Originally Posted by CURRENT_YEAR View Post
Horrifying change for defensive infantry. A stationary TOW launcher is a very exposed position already. It needs to be effective against enemy armor. A tank shouldn't be able to to roll up on a defended FOB just like that.

It's not like currently the defensive infantry positions dominate tanks. No. It's the already other way around. After this change it'll be 10x worse. A well set up defensive position would mean almost nothing then to enemy assets. Enemy tanks won't even have to wait for the CAS/area attack before rushing a well-built position.

While the change in armor system is great, the front armor is way too invulnerable. A much better idea would be to leave the front armor as protective as they are now, and make the side/top/rear armor weaker as in the update.
In real war, you don't want to hit armor from the front. Defensive positions in which you can hit the enemies from the front are the least effective. A tank versus a TOW front to front means the TOW loses! That is the LAST thing you want! Who wants to be behind sandbags directly facing a FREAKING TANK?!

This is why you set up kill zones from the side for the defense. The "well set up positions of super FOBs" we have in-game if they were set up in real life, would be the easiest to take down and the defenders would have no clue what happened.

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Old 03-14-2016, 09:55 PM   #36
piratepengu
Default Re: Tank armor changes

Hey, that's pretty good!
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Old 03-14-2016, 11:23 PM   #37
CURRENT_YEAR
Default Re: Tank armor changes

Quote:
Originally Posted by [TP]Cavazos View Post
The "well set up positions of super FOBs" we have in-game if they were set up in real life, would be the easiest to take down and the defenders would have no clue what happened.
That already happens in the current version of the game without the TOW nerf.
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Old 03-15-2016, 12:16 AM   #38
viirusiiseli

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Default Re: Tank armor changes

Just dropping this here before anyone claims tanks die from atgm to front IRL


"AI in AA is more dangerous as a human player on Deployment"
"Has it ever crossed your mind that you got outplayed? Isn't being BAD an option?"
"cas impacted the game bigly"
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Old 03-15-2016, 12:35 AM   #39
[R-DEV]Rhino
PR:BF2 Developer
Supporting Member

[R-DEV]Rhino's Avatar
Default Re: Tank armor changes

Quote:
Originally Posted by viirusiiseli View Post
Just dropping this here before anyone claims tanks die from atgm to front IRL
Also this: https://youtu.be/neQMnaO4liA?t=219

There is a reason why many of the latest ATGMs like the Javelin have a "top down attack" mode, since it is easier to make a missile fly around the frontal armour than attempting to penetrate though it

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Old 03-15-2016, 12:59 AM   #40
tobi-the-fraggel
PR Server License Moderator
Default Re: Tank armor changes

Well, the video shows clearly the tank crew is leaving the tank after the hit. Do you need a tank turret blowing off into the air to consider a tank dying??

?Ford!" he said, "there's an infinite number of monkeys outside who want to talk to us about this script for Hamlet they've worked out.?
― Douglas Adams
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