Tank destruction -1 reply

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jumjum

Write heavy; write hard.

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11th April 2005

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#41 13 years ago
Real-BadSeed;3599077I would love a gore add-on mini-mod...

I was surprised to learn recently that Russian snipers sometimes used explosive bullets. Taking that into effect would send the slight FH "blood puff" effect to entirely new heights.




Coca-Cola

[130.Pz.]A.Aussen

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28th August 2006

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#42 13 years ago
jumjum;3599087I was surprised to learn recently that Russian snipers sometimes used explosive bullets. Taking that into effect would send the slight FH "blood puff" effect to entirely new heights.

Which the Germans responded to by using them as well...More chunky red sauce/goo/whatever(tm), YAY!




Spike1942

Work in progress

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30th September 2003

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#43 13 years ago

The devs can only do what the BF2 engine allows them to do. Don't ask for the moon.




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#44 13 years ago

What, a wreck with an animation causing red shit to ooze out of impact holes is too much to ask for??




Real-BadSeed

Science experiment

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5th December 2004

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#45 13 years ago

Like a jelly donut?




mydjinny

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2nd August 2006

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#46 13 years ago

WOW! I had connecti issues when I sent this thread in - Didn't imagine I'd sign in to see it actuall up and spawning 3 pages! Well based on i'll I've learnt. I say these should be the various kinds of effects based on the randomness of AT weapons in WW2, angle of shot, and... well, simple physics-luck: a) The blow-out should be a rare treat and something that happens if a plane dropped a bomb smack through the roof - Sometimes the tank flips instead of blows out (if the hit wasn't spot-on) - Ofcoure for all who play BF games, once its flipped, it goes off b) possibility for tank crew to die from a tank shot and the tank simply smoke with turrt issues(Although use-able). Ofcourse if no one claims the tank, tank RAM-clearance would handle it in 30 - 45 seconds. And since tanks are closed vehicles, it reduces the arcade gameplay of stealing busted enemy tanks Highest kill probability should be for the internal gunner followed by the driver. pot shots should handle the top-gunner stunned after the tank bounces a bit (Yes, the hit should cause a screen shake for all within)...The luckiest bastard should be the commander and even he shouldn't survive all the time c) Tank stops and burns at back, crew need to get out before she blows, turret Jams, she may last a while, but then again she may not. d) Nothing happens, faust warhead or whatever round richochets off with a sickening PIIIING sound * All hits should cause serious tank shake from the point of view of all inside And no tank should blow into back peat - Darkened yer, but black?!!

@ Spike1942: Not too sure, but I think these are within the constraints of the Engine. Look what they were able to do with BF42. Hell, these Devs? :)

I don't mind if these come out in the next version, just keep doing what you've been doing, devs... (Which I hope includes hearing We, the little people)




Pietje

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14th December 2005

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#47 13 years ago
mydjinny;3600409Highest kill probability should be for the internal gunner followed by the driver.

Why the internal gunner? In real life the radio operator generally had the highest casualty rate. Not the gunner.

pot shots should handle the top-gunner stunned after the tank bounces a bit (Yes, the hit should cause a screen shake for all within)...The luckiest bastard should be the commander and even he shouldn't survive all the time

Driver/gunner arent going to be splitted (im quite happy about that) so this is rather pointless. So i dont think the idea of killing the crew is really going to work all that great. Or even possible for that matter.

* All hits should cause serious tank shake from the point of view of all inside And no tank should blow into back peat - Darkened yer, but black?!!

All hits? Even those from a machinegun? I think serious tank shake is rather exaggerated as a the hit from a 37mm might make a light tank shake but not a heavy or a medium tank.

For that matter the crew generally wasnt really stunned if they where hit. Quite the contrary they would try to locate their attacker and responded appriopatly.




mydjinny

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#48 13 years ago
Pietje;3600425 All hits? Even those from a machinegun? I think serious tank shake is rather exaggerated as a the hit from a 37mm might make a light tank shake but not a heavy or a medium tank. For that matter the crew generally wasnt really stunned if they where hit. Quite the contrary they would try to locate their attacker and responded appriopatly.

c'mon, Pietje. you know I mean shell hits. And I don't know if the engine would allow shake effect for only SOME tanks. I'm not talking about serious stun shakes but just the effect of a hit..Slight vibration for all inside.... The reason I said MG gunner, is cuz the inner gunner sits in the lower area. It could have been the driver, but I don't want it to spoil gameplay for the tank to stop moving with one first shot (i.e that specfic type of shot)...But come to think of it - That might be better. The driver dies (there's no dedicated radio man in the tank after all), the tank stops for a bit, the gunners keep infantry at bay for a while, one of them takes the driver seat and moves the tank out fo there...

When I say 'top gunner' I mean the mounted MG atop the tank. That cannot be the driver can it...

Okay, wait a sec...What is the organisation of the crew in FH2.

Let me see now (Do correct if I'm wrong): Driver, commader (I hope he can stick his head out at times, the cuppola is cool, but it feels unfair), inner gunner, top gunner...That was FH1's version. What is the organisation in 2 * I wonder what the devs think about these varying kinds of tank damage though...




Pietje

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14th December 2005

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#49 13 years ago
mydjinny;3601487c'mon, Pietje. you know I mean shell hits.

I did, sorry about that. :)

And I don't know if the engine would allow shake effect for only SOME tanks. I'm not talking about serious stun shakes but just the effect of a hit..Slight vibration for all inside....

That wouldnt be a bad thing as long as it isnt exaggerated ofcourse.

The reason I said MG gunner, is cuz the inner gunner sits in the lower area. It could have been the driver, but I don't want it to spoil gameplay for the tank to stop moving with one first shot (i.e that specfic type of shot)...But come to think of it - That might be better.

Mwah, not really. Infact it wouldnt be really realistic either. As it would take sometimes more then a single hit to take a tank out. Especially early in the war. Keep in mind though that some tanks where armed with 20mm cannons or in some cases with a 12.7mm HMG. The Russian amphibious T-40 and T-40S (more armor but could no longer be used for water crossing purposes) being a great example of a tank armed with a 12.7mm HMG. Or the Panzer 2 series armed with 20mm cannons.

The driver dies (there's no dedicated radio man in the tank after all), the tank stops for a bit, the gunners keep infantry at bay for a while, one of them takes the driver seat and moves the tank out fo there...

Thats going to be difficult seeing as the driver/gunner arent going to be seperated. Also keep in mind that quite oftenly the radio operator also manned the bow machinegun.

When I say 'top gunner' I mean the mounted MG atop the tank. That cannot be the driver can it...

Nope, the tank commander will be able to use it, as far as i know.

Okay, wait a sec...What is the organisation of the crew in FH2. Let me see now (Do correct if I'm wrong): Driver, commader (I hope he can stick his head out at times, the cuppola is cool, but it feels unfair), inner gunner, top gunner...That was FH1's version. What is the organisation in 2

Quite simple the player performs both the role of the Driver and the Gunner and has different "camera's" for both roles, IIRC. There's also the Commander position in the tank. I wonder about one thing, though. Why do you think the cupola feels unfair? Either way, i dont think it be done on a realistic way in FH2. Because in reality tanks most oftenly engaged at ranges around 500 meters. Most Fh maps arent that big.




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#50 13 years ago

It'd be easier to just have tank crews die spectacularly, and make tanks blow up in gigantic, gusting 300-foot pillars of noisy flame and debris, when hit by anti-tank rounds, bazookas, hand grenades, annoying little dogs and nasty old ladies beating on them with their canes.

Or for no reason whatsoever. Wouldn't be a big loss. In fact, if the BF2 engine allowed for randomness, it'd be best to just have tanks explode for no reason whatsoever. Actually, don't even make it random.