engineers and tanks -1 reply

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MR.X`

I'm too cool to Post

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30th April 2004

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#1 14 years ago

here be my idea.

the engineer, although stripped of his uber expack should retain some anti-tank ability. my idea is that it should take a loner span of time to place high explosives, anywhere from 1-15 second on a tank. if you hold down the key to plant the xpack for only 4 seconds, the tank should not be damaged, because the engineer put it in a bad spot. for around 5-7 seconds the tank is immobialized, simulating having his treads blow off. for 8-11 seconds the tank is not only immoblized, but heavily damaged. for 15 seconds the tank is dead, simulating the engineer putting a pack on the engine cover on on the gas tank.

this way a group of infantry wont be totally helpless, yet engineers wont be the super tank killers like they are now.

also, since most of the tanks have open topped turrets, you could make it so that by firing in the cupoula the crew is killed, or by tossing a grenade in the turret. to avoid making this to easy, getting up on the tank should be very difficult.

i favor the first method, but both are fine.




Ronin Pedroshin

GF is my bext friend *hugs GF*

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13th June 2004

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#2 14 years ago

Engineers won't have expacks in 0.65 anymore. However I think they'll get 1 (or more?) satchel(s) and the damage radius of them should be small so they will probably useless against infantry. I don't know if your idea could be implemented or not and if you're refering to xpacks or satchel but I think you can't make the tank immobilize unless it's heavily damaged (0% or less health) so I would put it this way: if you hold down the key to plant the satchel/(xpack?) for only 4 seconds, the tank should not be damaged, because the engineer put it in a bad spot. for around 5-7 seconds the tank loses half of its hitpoints. for 8-11 seconds the tank is immoblized and heavily damaged. for 15 seconds the tank is dead, simulating the engineer putting a pack on the engine cover on on the gas tank.




ManiK

Dance the dance of life!

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10th November 2003

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#3 14 years ago

The engineer should be slpit up into a tank hunter class and tank crew class.




Ronin Pedroshin

GF is my bext friend *hugs GF*

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13th June 2004

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#4 14 years ago
ManiKThe engineer should be slpit up into a tank hunter class and tank crew class.

Sounds a good idea to me. Is it possible to make it so it opens a new choose class window with Tank hunter and Tank crew classes after you click the Engineer class tab? Or it could just be made by adding a 6th class like in BG42. Engineer Tank Hunter and Engineer Tank Crew.




Lordbutter

Dread thinks I'm a special person

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9th June 2004

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#5 14 years ago

I agree with the removal of expaks the engineer is going to need some buff...while im not saying satchel charges are bad..im all in favor of it. Its just besides the rifle that was the only viable weapon choice this class has..Mines are worthless to anything bigger then a truck...

But as i said in another post..why not just increase the number of mines carried by the engie..You put 4 mines on a bridge, thus closing it off you think, here comes a sherman, rolls right over your mines, takes minimal damage. Normally you would toss an expac up there just to keep the tanks scared but with expacs going away you cant do that anymore. If you up the amount of mines from 4 to 8, now mines become a serious tank threat...8 mines on a bridge can stop a tiger...(But at the same point 1 mine tossed under cant blow up a tiger like vanilla) This would make the class more of a defensive role as it should be...Laying mine feilds, repairing, and satchel charges for close tank removal or bunker busting.




Dee-Jaý

Always 1 point ahead of you

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17th February 2004

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#6 14 years ago

In my experiance Mines do alot more damage, especially to heavy tanks, than TNT. Unfortuanatly they are easy to avoid, but that is addressed in 0.65 where they will now be burried under the ground. Only the trigger should be visable.

Besides that, our FH-Community has already made a Driver class:

-It concists of a: -Knife -Pistol -MP (we should really use an outdated MP for balance reasons like the MP-38 or PPD) -Binoculars -Wrench

So basicly its an Officerclass with an additional Wrench. We hope to have seperate Driverskins sooner or later. (the black German Tanks suits look kewl ; )

The Pioneer should have:

-Knife (to disarm Mines) -Shotgun/Karabine -Mines -Satchelcharges/ TNT




BUGS]FHMod[

Forgotten Hope Mod Team

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16th August 2004

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#7 14 years ago
LordbutterMines are worthless to anything bigger then a truck...

Put the mines ON the tank... not realistic but workin very well ;) Anyway - engineer was too uber. 1. Kill infantry with rifle 2. Kill tanks with Exppacks/Mines 3. Support tanks by repairing them 3. Clear mines And Exppacks aren't that realistic. Usually you need to place TNT, wire has to be layed and then connect wire to igniter. And in BF you just throw and can immediately hit the button... or walk miles away to hit the trigger... that needed to be changed. And thatfore there are satchels now that were a way more common than Exppacks.




Ronin Pedroshin

GF is my bext friend *hugs GF*

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#8 14 years ago
PzReg1|BUGS 1. Kill infantry with rifle

And expack too ;) those lamers :mad: . By the way I for one use a tactic to kill strong tanks like a MatildaII while it is sitting on a repair pad. I put 4 mines under it + 4 expacks. Since the tank isn't moving the mines won't trigger but then I blow the expacks and the Matilda II will move a bit making the mines trigger and BOOM, 8 explosions kill the Matilda instantly :p




patilla

I follow teh Moo!

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8th May 2004

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#9 14 years ago
USMA2010 the engineer, although stripped of his uber expack should retain some anti-tank ability. my idea is that it should take a loner span of time to place high explosives, anywhere from 1-15 second on a tank. if you hold down the key to plant the xpack for only 4 seconds, the tank should not be damaged, because the engineer put it in a bad spot. for around 5-7 seconds the tank is immobialized, simulating having his treads blow off. for 8-11 seconds the tank is not only immoblized, but heavily damaged. for 15 seconds the tank is dead, simulating the engineer putting a pack on the engine cover on on the gas tank.

i find it a good idea. anyway, the engenier should be the 5 10 or 15 secons INMOBILIZED, and close t the tank, if not, u can run with the pressed button, search and take cover and blow... then, after the 10 or 15 seconds, u are free and start running to find a cover, AND...... !!!!!!!!!!!!!! BOOOOOOOOOOOOOM




MR.X`

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#10 14 years ago

oh oh, another thing. in real ww2 combat the xpacks were not radio detonated, they used det cord or power fuse to explode a pack. it would be nice to see explosives being able to detonate only when you are within certain (close, yet safe) distance.