Comrade Drang's Tank Suggestions, Version 2

Hollywood Myth
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Re: Comrade Drang's Tank Suggestions, Version 2

Postby Hollywood Myth » Sun 4 Jan 2015 04:23

All tanks should have their HE dropped though. So HE2 for everybody except the Soviets and Brits, who get HE3.
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Mike
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Re: Comrade Drang's Tank Suggestions, Version 2

Postby Mike » Sun 4 Jan 2015 04:24

DoktorvonWer wrote:
Mike wrote:
Mako wrote:120mm HEAT have 3 HE... 120mm HE would have 4 if it existed.

Which is why Soviet 125mm armed tanks have 4 HE. HE-FRAG shells.


And UK tanks have 4HE from HESH.

Still, Sheridan should have 5HE anyway.

Indeed. I agree. Along with Starships and the MBT-70.
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Re: Comrade Drang's Tank Suggestions, Version 2

Postby DoktorvonWer » Sun 4 Jan 2015 04:33

Hollywood Myth wrote:All tanks should have their HE dropped though. So HE2 for everybody except the Soviets and Brits, who get HE3.


I don't think so, no.
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Re: Comrade Drang's Tank Suggestions, Version 2

Postby Sweedish_Gunner » Sun 4 Jan 2015 06:01

Why should tank HE be decreased? Are all our infantry terminators or something?

It's a frickin' tank gun! If infantry get caught up being shot at by a tank whilst in the open they're going to have a really bad day.
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panzersaurkrautwefer
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Re: Comrade Drang's Tank Suggestions, Version 2

Postby panzersaurkrautwefer » Sun 4 Jan 2015 06:16

It's a frickin' tank gun! If infantry get caught up being shot at by a tank whilst in the open they're going to have a really bad day.


Yeah but the game treats the round like the infantry is standing in a tight bunch on a concrete pad. If tank rounds were half as effective as they were in the game against infantry IRL, we'd stop seeing infantry vs tank fights. So while it's powerful, it's still a round that's greatly affected by microterrain, and unrealistically boosted by the primitive infantry behavior in the game.
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Re: Comrade Drang's Tank Suggestions, Version 2

Postby Fade2Gray » Sun 4 Jan 2015 06:37

panzersaurkrautwefer wrote:
It's a frickin' tank gun! If infantry get caught up being shot at by a tank whilst in the open they're going to have a really bad day.


Yeah but the game treats the round like the infantry is standing in a tight bunch on a concrete pad. If tank rounds were half as effective as they were in the game against infantry IRL, we'd stop seeing infantry vs tank fights. So while it's powerful, it's still a round that's greatly affected by microterrain, and unrealistically boosted by the primitive infantry behavior in the game.


This.

Unless a squad is caught just be-boping across a field, a tank round isn't going to outright kill 4+ guys. They are going to be grabbing as much cover as possible, spreading out, and generally going to be very hard to target. Especially if they are static, they are going to be down in the prone, and possibly even digging themselves hasty ditches to fight from.

As panzer said, the way infantry is handled in game is extremely primitive.
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Re: Comrade Drang's Tank Suggestions, Version 2

Postby RedDevilCG » Sun 4 Jan 2015 06:56

If infantry drop prone along a 20m front plus or minus 10m in depth, no way a tank shell is going to kill 3+ per shot. Infantry or artillery should be digging out infantry.
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Re: Comrade Drang's Tank Suggestions, Version 2

Postby Shrike » Sun 4 Jan 2015 07:23

Infantry are in odd place in this game. On one hand you have out of scale Spec ops which are better in all aspects, and at the same time there is no depth in infantry gameplay. All you really can do with infantry is have them occupy city blocks and teleport building to building and then run block to block soaking up artillery and bombs, or you can send them into a forest where they will either get mowed up by spec ops and everything else.

The game handles vehicle combat pretty well, though I would like to see more room for more large scale modern mbt rather than the typical skirmish of 1-2 heavies duking it out at max range supported by some special forces and some jets and mortars.

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Re: Comrade Drang's Tank Suggestions, Version 2

Postby CandyMan » Sun 4 Jan 2015 07:39

Fade2Gray wrote:
Spoiler : :
panzersaurkrautwefer wrote:
It's a frickin' tank gun! If infantry get caught up being shot at by a tank whilst in the open they're going to have a really bad day.


Yeah but the game treats the round like the infantry is standing in a tight bunch on a concrete pad. If tank rounds were half as effective as they were in the game against infantry IRL, we'd stop seeing infantry vs tank fights. So while it's powerful, it's still a round that's greatly affected by microterrain, and unrealistically boosted by the primitive infantry behavior in the game.


This.

Unless a squad is caught just be-boping across a field, a tank round isn't going to outright kill 4+ guys. They are going to be grabbing as much cover as possible, spreading out, and generally going to be very hard to target. Especially if they are static, they are going to be down in the prone, and possibly even digging themselves hasty ditches to fight from.

As panzer said, the way infantry is handled in game is extremely primitive.



If tank HE is reduced, will vehicle mgs be buffed? Right now infantry take 9001 rounds of small arms from vehicles to die.
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Re: Comrade Drang's Tank Suggestions, Version 2

Postby BLUE MAN » Sun 4 Jan 2015 07:45

Hollywood Myth wrote:All tanks should have their HE dropped though. So HE2 for everybody except the Soviets and Brits, who get HE3.


big yes to this
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