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  1. Hey guys, I have a suggestion for a bunch of things that would change vehicle game play, combining a few things that other people have suggested as well as one or two balances that could promote more teamwork. The main feature is the introduction of guided weapons that others have asked for, and this post is about other mechanics that could be introduced to make it more fun. The main guided missiles that people have suggested so far are the Stinger/Javelin handheld anti armour missile and the BMP missiles on the turret upgrade for the T-72. How I think guided weapons should work: 1. Getting a 'lock' on an enemy Getting a lock on an enemy requires the enemy vehicle to be spotted. This can be done by the operator or a teammate. The operator of the weapon must then hold the enemy vehicle within the crosshair of their weapon for 7 seconds (this could be balanced to other numbers depending on how it allows pilots/drivers to react), and this number goes down to four seconds if the vehicle is also being illuminated by an IR device (a link to that suggestion will be attached here when I finish it). 2. Firing Players can click to fire like any weapon as long as lock is maintained. Once the lock has been made, the enemy vehicle does not have to be marked or illuminated again until the weapon is fired or the lock is broken. 3. Missile in action Once a guided weapon has been fired, it should be difficult, if not nigh impossible to stop mid flight aside from either the target moving behind a non-destructible piece of cover or using one of the countermeasures I will outline below. The missile should deal a considerable amount of vehicle damage as it is more difficult to fire than an RPG or equivalent vehicle weapon. Stinger: Heavier than RPG Deals more damage Requires lock to fire BMP High point cost upgrade above base tank Powerful anti vehicle missile, requires lock Countermeasures: The enemy vehicle must be marked to acquire a lock. Therefore, deploying a jammer will stop all guided weapons working Enemies using IR illuminators to illuminate a vehicle can be seen if the driver activates their thermal vision, allowing them to be taken out Guided weapons are blocked by active APS and jam APS Seeing that the BMP turret is currently just a low calibre turret for the T-72 and the Heli Drone has been a massive salt mine for most players, I thought it would be worth writing a suggestion that would both satisfy these requests by players for a guided weapon and also further push vehicle play styles towards moving around cover so as to avoid missile lock rather than the more common "appear in the middle of a control point and hope for the best".
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