Tank crewing and dieing -1 reply

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Strumtrupp

FH:STURMTRUPP4|BF2:HG_The Tank

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2nd January 2005

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#21 13 years ago
PietjeBalancing down? What gives you the idea that tanks will be overpowered in Fh2? Sorry, but a snowballs chance in hell that tanks are going to be overpowered.

Did I say they were going to be? I simply made a suggestion how, if it were overballanced, it could be 'nerfed'.

Dont worry about that, i say. Most infantry players here are so concerned regarding their playing style they carefully watch every single tank related topic. Infact if that where ever to happen the only topics you would find here would be something like "OMG NERF TANKZ". Hehehe. (Dont take this too serious.) :lol:

Like I would take you serious.. j/k ;) I love to tank so this is not comming from an infantry position.

As far as turret control goes, i prefer to control my tank with my mouse. And as for you idea, Jetro. I think its too complex, really. Besides i much rather have the current tank system we got. Simple and fun. Also most tanks had a crew of four, not five. And in some cases a crew of two to three. Dont compare modern day tanks to WW2 tanks because that isnt going to work.

Well modern day tanks might be controllable similar to how we control them now with FH so turrent controls as I and others have suggested would actually be more realistic.

What Jetro is suggesting is that the tank does not just go *poof* when the healthbar reaches 0 but that, f.i. a hit that penetrates the armor where the driver is sitting hurts/kills the driver.




Gen'l Knight

Can't ... give peace a chance?

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10th April 2004

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#22 13 years ago

I kinda like they idea in theory but two questions: 1) asked previously- repair of damage "components?" 2) How many hits can a tank take anyway? Hopefully, a couple and a tank is going down. So, you would have to have a heavy pounded by a medium to cause the damage you are talking about or a medium by a light. Interesting...




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#23 13 years ago

Mumblemumblemumblesplitdrivergunnerpositionsmumblegrumble




Jetro

There's a satchel on your tank

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6th December 2004

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#24 13 years ago
I kinda like they idea in theory but two questions: 1) asked previously- repair of damage "components?"

I'd imagine there could be a place in main that a tank could be repaired/re-crewed at.

2) How many hits can a tank take anyway? Hopefully, a couple and a tank is going down. So, you would have to have a heavy pounded by a medium to cause the damage you are talking about or a medium by a light. Interesting...

Depends on what hits it, where it gets it, angle, ect. A panzerfaust would make short work of a shermans crew and probably set the tank on fire, but not neccesarily blow-up the tank. On the other hand an 88 will mostly likely destroy most(or all) of the crew and the tank. The tanks will still be able to take damage, but lending startegic importance to how you damage a tank makes it much more interesting.




Hawk_345

BF-Korea beta tester

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23rd April 2006

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#25 13 years ago

Well if this could work why not be abler to climb onto a tank and drop a grenade in disabling all inside or killing all inside, they did do this in ww2.




Guest

I didn't make it!

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#26 13 years ago

I imagine the grenade thing happend every once in awhile when there was a stupid tanker or particularly good nade thrower. But for the most part if tanks were within range of infantry they were buttoned up. And tanks usually worked in atleast pairs so if you had infantry crawling over you then your allied tanks would jus tspray you with MGs.

In other words, not gonna happen.




Bikewer

Dread pwns me!

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17th October 2003

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#27 13 years ago

In WWII online, you could switch from position to position (usually gunner, driver, commander, bow machine gunner, but if you were killed as say, commander, then that position was denied to you. Same in bombers, you could be "killed" in each gunner or bombardier position.

Led to some interesting situations...As driver, I got killed by a strafing hurricane once, (had the visibility hatch open) and the tank merrily continued on at about half throttle, with no way to control it. I could shoot, but not steer. Red Orchestra allows two players, gunner/commander and driver. Leads to a lot of arguments, so far. Guys who practice and work as a team can be deadly.




Hawk_345

BF-Korea beta tester

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23rd April 2006

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#28 13 years ago

Well have you seen tankers in Fh, most go off on theur own, would be easy enough to get ontop of 1, maybe for more realisme, you would have to open/close the hatch of a tank to let anyone in. i dont know it is just a thought.




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#29 13 years ago
As far as turret control goes, i prefer to control my tank with my mouse.

I'd also perfer my M1 garand to have a 100 round clip and kill battleships in one shot. But preference is not nessecarily balance or historical accuracy. Pushbutton gun traverse and elevation is more realistic than mouse control (I think, how DID the tankers in WWII control their turrets?).

When I first heard Jethro's suggestion I too thought of WWIIOnline. Although I thought his idea was "softer" than the way WWIIO plays. Like instead of your loading being killed you can't load anymore, it'd just be much slower.




Admiral Donutz VIP Member

Wanna go Double Dutch?

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9th December 2003

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#30 13 years ago

JetroSince tanks usually had a crew of 5 or so, it would kind of be cool if FH2 could find a way to represent this, even if it's only one player per tank like things are now.

The tank commander was considered the eyes and brain of a tank. I was recently watching a history channel show interviewing a sherman veteran that was describing how commanders usually did their job. Most commanders would motor around with their heads out the hatches. When combat was too heavy, they would close the hatch down to a crack and when things just got too rediculous would close the hatch completly to use the less than adequate periscope.

What if this were represented in FH2 tanks? A player could freely switch between crewmembers in a vehicle and the performance of a vehicle could be effected if by some chance a crewmember dies. If the commander was nailed while the player had him scanning the area, he would loose the generous commander veiw out the hatch and have to rely on the periscope for outside viewing. If an AT rifle round penetrated the turret and killed the gunner or loader, the tank would fire slower, and killing either the driver and gunner would immobolize the tank, ect.

Perhaps killing the "player" would required that the vehicle either catastrophically destruct or that all the "crew members" die. I know their are alot of tankers that don't want to see the gunner and driver posistion spilt, but it would be interesting to be driving along then hear an AT rifle round nail your gunner and loader. Then you suddenly realize you can't fire your main gun anymore and have to retreat. Or that you're restricted to a crappy view because you though it was safe for your commander when it really wasn't.:eek:

Hail! This would totally rock! The question would be "who" becomes affected if certain positions are taken out? If you are a tank driver (who is also the gunner in FH) and your virtual commander gets shot you would lose that position. But what if there would be an other human being in that position etc.

I asume you would allow people to cycle through (you would sort of swith minds, not bodies) and then when you or a mate gets killed in a position you will "lose" it. Though how would positions be affected if there is no human player there (but there "should" be one). If you are in your MG hull for a few seconds as a driver and the commander savely in his turret and the drivers position gets succesfully shot at and "hit" with fire trrough the viewslit it stil should be taken out then not? What for more complicated positions in this situation such as the gunner?