Suppressors. If a suppressed weapon kills you, you don't get to ping the enemy or have your camera lock onto them unless they're over 200 meters. Won't prevent killcam because oh god that sounds like cheater's dream and won't prevent voicechat because let's be honest you're going to be in an external call and just call it out anyways, lol l'mao.
#Miscellaneous QOL Things
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Trophy System split into three. C4 counts as a grenade while in the air.
- Point Defense Trophy
- Directed Point Defense trophy
- Iron Fist
PD Trophy is current system. DPD Trophy instead has a cone of effect, protecting a longer range but a limited FOV.
Iron Fist destroys grenades, C4, and most importantly... rockets. in a long cone in front of it. There's a very visible flash and puff of smoke leading away from the unit where the intercept occurs. It has limited ammo though, and only can be reloaded by a support or engineer.
Ballistic Shield split into two. Gunfighter, Breacher.
Gunfighter shield has lower coverage, it's like rainbow six siege. Pistol, shield, can duck pistol arm behind the shield for full coverage. Also has ballistic glass that stops bullets but will become clouded by bullet impacts. An engineer can fix the glass.
Breacher has high coverage and when sprinting at top speed, it can smash destructible walls. No gun though. Provides a modest amount of explosive resistance.
Tanks As A Spearhead
Score reduced for damage/kills at range. AP shells gain falloff. This prevents people from just sitting in the back and roleplaying as an artillery crew. As well, directional armor.
Given that there is apparently directional armor already implemented, it may be worthwhile making the armor system more substantial, but also still giving infantry the ability to tackle the vehicles. Frontal armor buffed to 75% against antitank rockets, even Tandem. Green, yellow, red, front/side/rear. A rear hit will cause more damage, and a turret rear hit will cause an ammo loss on top of that, leaving the tank with only a few shells of either type.
This creates the opportunity for a infantry team to shut out the tanks by forcing them to withdraw for reloading and repair more often, but makes it harder for them to deal that knockout blow unless the tank crew is dumb.
ah yes make the already weak armor weaker
One of my ideas has been to just make the front ignore anything short of tank AP hits.
But I don't think that'd go down well.
in theory that is what would happen with a standard HEAT from a launcher, even TANK HEAT
Hence APFDS for tanks and Tandems for RPG/launchers
would have to play around with the numbers alot to get something like this to work, though I wouldn't be against it. its a big undertaking for a small dev team on top of everything else right now
Not entirely. At least to my understanding? But modern armor is a black box, so who knows if either of us are right...
Still, for gameplay purposes, take those two above graphics and make the green areas negate damage.
Then what?
100 mm heat did fuck all to Abrams at least. thats 400mm effective pen. no clue on the russian side.
Green should take little or no damage from heat(really the only thing threatened there is gun kill, mobility kill, and optics) but tandem should deal some but also not much. sides should be reduced damage, at least its not a two shot(most dangerous place to get hit), Rear should less damage than the side(only engine is there for a reason, crew lives and can fight)
no hit on an armored vehicle should be less than 3 hits if nothing else, no matter what you are using.
I'll hit that with a maybe.
The engine is there yes but it's not much armor and the crew isn't shielded by composites from that angle.
In any case, game and reward for the flank and hard shot.
Maybe an ideal would be outright "must deal this much damage minimum" or something, i unno
that would seriously increase push capability
but I think the main thing is allowing a tank to withdraw and reengage instead of being destroyed
To encourage a crew to do that you need to be able to degrade the vehicle somehow but let it remain mobile
So no mobility hits, first off.
That BF4 mechanic is out.
Adding a engine disabling hit to the rear for tandems would be interesting, the gun would be functional but someone would have to repair to get the tank on the move again.
they actually do have armor there for exactly that reason. engine takes almost everything then the DU or other from of armor is there to catch it, it should be equal to side armor plus engine and rear armor.
No, no it wouldn't.
It leads to the crew getting shot to death when they dismount or/and the tank being stolen or destroyed while its immobilized.
The point is to make the tank more forgiving of circumstance but also increase the skill cap mainly with situational awareness.
M-kills are the opposite of helpful, they'd exacerbate the glorified artillery gun problem.
Tanks do not have appreciable amounts of armor in their rear hull.
The engine provides a barrier but not a significant one because it's not even good spaced armor.
It's more or less just a little extra metal in the way. At the very least the sides of most tanks get bazooka skirts or the turret has NERA to shield from a hit.
The point is to not be hit in the back of the tank.
Maybe in hardcore a headshot prevents revive and a suppressed headshot just Kills you instantly, i dunno.
armor things:
it might be good to retain the individualized armor piece system
even if we're getting rid of it for a flat health bonus in normal play it might be worth keeping it for HC.
my man, it has some armor there, which sets off fuses, where most of the charge will be put into the tank, which has armor between it an the crew. at least for the abrams. One crew took 14 HEAT RPgs to the rear and only the engines and tracks were damaged.
...?????
That is absolutely not how that works.
And that story sounds familiar besides. I think that's a Challenger 2 story.
Irregardless of real life performance, though...
man doesn't know what spaced armor is? or what a armored crew compartment is?
Proposal 2: Green immune to antitank weapons except for tank AP. Significant damage reduction to tank AP. Side armor has maybe current damage rating? 4 something hits with HEAT, 3 with TAND. Red hull zone deals 2x damage, red turret zone destroys most of spare ammunition.
Possibly component damage, though limited to allow a tank crew a way out most of the time so they can withdraw and return. Encourage pushing with the tank instead of artillery fire and HE spam. Possibly new score bonus for vehicle kills, no score multiplier for infantry kills? Hmm.
I do. I'm not going to continue arguing because I'm not in the mood for stupid internet slapfights.
then you would understand your statement was stupid.