Tank overhaul, take a leaf out of pr... -1 reply

Please wait...

jackal22

The forums staffers think I'm Cool

50 XP

7th November 2006

0 Uploads

158 Posts

0 Threads

#1 11 years ago

I have to say the PR system of tank damage is probably the best you are likely to see in any bf2 mod and I think that it would benefit FH2 greatly.

Tanks should have a random disabled part at say 50% health, be it tracks or turret.

Reason? well besides being accurate, it would enable you to actually use the pea-shooter anti tanks kits effectively by targeting tracks, (yes I know damage cant be linked, but if hit to tracks did 50% damage then you could disables one in 1 hit)

A disabled tank is more useful for you then a dead tank in some ways because it would force the enemy to recover it by getting out and repairing using other team mates to cover.

As it is now, its a case of tanks kill tanks, tanks murder anti tanks.

yes anti tank wont kill a tank but it could have disabled one irl easier.




Kradovech

[130.Pz]'s cannon fodder

50 XP

11th September 2004

0 Uploads

1,083 Posts

0 Threads

#2 11 years ago

Once again, there are no destroyable children (*snicker*) on this engine and having tanks loose their tracks at a certain health percentage is just stupid. Having it on 10% like atm is not that bad, but 50% is a big no-no IMO. Yes, it sucks, I know, but we will have to deal with it. Europe will bring us some panzerfaust happiness. And (I know you didn't mention it in your post, I just want to get this over with) 2 men tank crews will not work in FH2. Never.




Lobo

All your base are belong to FH

50 XP

27th April 2003

0 Uploads

6,883 Posts

0 Threads

#3 11 years ago

PR has not a diferent system, they just choose a diferent porcentage, it seems. BF2 tanking can't go more sophisticated, stop dreaming and wake up.




jackal22

The forums staffers think I'm Cool

50 XP

7th November 2006

0 Uploads

158 Posts

0 Threads

#4 11 years ago

well can you at least re-jig the percentage? im a little tired of seeing flaming panzers drive by and own every thing and then 30-40 secs later for the driver to bail before it blows,

if you think o fa tank actually at 25% damage i would think it would lose most of its combat ability...

I realise it cant go any better but what there is now can just be tweaked a little to create a better experience, would make tankers a little more weary imo.




ZaZZo

GF makes me horny

50 XP

3rd September 2007

0 Uploads

81 Posts

0 Threads

#5 11 years ago

You can have different parts of the tank take different ammounts of damage yes?




emonkies

I'm too cool to Post

50 XP

17th July 2003

0 Uploads

15,096 Posts

0 Threads

#6 11 years ago

I think that was the problem, you cannot have different parts take damage. Thats why you cant just shoot the tracks out to stop a tank, its set to stop at 10%.




ZaZZo

GF makes me horny

50 XP

3rd September 2007

0 Uploads

81 Posts

0 Threads

#7 11 years ago
Anlushac11;4245680I think that was the problem, you cannot have different parts take damage. Thats why you cant just shoot the tracks out to stop a tank, its set to stop at 10%.

Too bad :(




Guest

I didn't make it!

0 XP

 
#8 11 years ago

You know, when a Grant loses a good deal of health, the back treads dissapear, causing it to get all jumpy and weird and unstable. Repairing it fixes them.

Same thing happens with P4s.




Niebler

[130.Pz]A.Niebler

50 XP

2nd August 2006

0 Uploads

1,114 Posts

0 Threads

#9 11 years ago

All tanks glitch out like that when they're low on health, it prevents them from moving correctly and aiming (tracks disabled no doubt). Usually when that happens I just bail unless I have a wrench, because theres no way to stablize and aim it just gets tedious :P




Archimonde0_0

In Vino Veritas

50 XP

28th August 2006

0 Uploads

1,231 Posts

0 Threads

#10 11 years ago

the only thing wrong with tanks is i blow up without hearing or seeing the sho t :(