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Suggestions / Tank combat & bailers
« on: 28-02-2012, 08:02:30 »
I spent a lot of time using tanks in FH2, and I have found an annoyance that would be great to solve. It goes like this: you take a shot at an enemy tank, severely damaging (but not killing it) and the tanker becomes aware of you. He does whatever he can to turn the tables but, if he knows you outsmarted him, he bails just as you make his tank explode, saving his life by appearing as infantry over an exploding wreck.
Experienced enemies can time more or less the ammount of time it would take you to load the next shot and fire it. Thus, they try to exit the tank a bit before you shot in order to maximize their possibilities to hit you while saving their own lives. I have seen this the most in maps like Op. Aberdeen, where allies have the Valentine that can't be oneshot under normal circumstances even from behind, but the same has happened to me on some Normandy map against some German behemot, robbing me of a well deserved kill against a superior opponent. Sometimes you don't even have a MG on your vehicle available to kill off the bailing tanker, so you just feel cheated.
So, I suggest any (or all) of the following alternatives:
1- A meaningful delay on exiting a tank.
2- Exploding tanks creating more splash damage around them.
3- Flames over the wreck of a tank causing instakill.
The first one I just don't know as I haven't ever seen anything like a delay for entering or exiting vehicles on BF2.
The second one I realize it might be a trade-off. I suppose that splash damage on exploding wrecks was lessened in order to avoid the "staying close to a flaming wreck that randomly decides to explode death" effect, and I dunno if you can change the ammount of splash damage a tank makes when becoming a wreck, while leaving alone the damage a wreck does when becoming nothing. But, if it isn't possible, maybe increasing the splash a little bit wouldn't hurt.
And the third one, I couldn't possibly know if the wrecks could carry a "damaging fire" parameter attached to them.
Of all the choices, only the first one will discourage bailing the tank while preserving the possibility to attain full score for the guy with the upper hand (as he will kill a tank, not an infantry). But all of them have a factor of discouragement of the "insta-bail" reflex that will eventually make it dissappear.
Experienced enemies can time more or less the ammount of time it would take you to load the next shot and fire it. Thus, they try to exit the tank a bit before you shot in order to maximize their possibilities to hit you while saving their own lives. I have seen this the most in maps like Op. Aberdeen, where allies have the Valentine that can't be oneshot under normal circumstances even from behind, but the same has happened to me on some Normandy map against some German behemot, robbing me of a well deserved kill against a superior opponent. Sometimes you don't even have a MG on your vehicle available to kill off the bailing tanker, so you just feel cheated.
So, I suggest any (or all) of the following alternatives:
1- A meaningful delay on exiting a tank.
2- Exploding tanks creating more splash damage around them.
3- Flames over the wreck of a tank causing instakill.
The first one I just don't know as I haven't ever seen anything like a delay for entering or exiting vehicles on BF2.
The second one I realize it might be a trade-off. I suppose that splash damage on exploding wrecks was lessened in order to avoid the "staying close to a flaming wreck that randomly decides to explode death" effect, and I dunno if you can change the ammount of splash damage a tank makes when becoming a wreck, while leaving alone the damage a wreck does when becoming nothing. But, if it isn't possible, maybe increasing the splash a little bit wouldn't hurt.
And the third one, I couldn't possibly know if the wrecks could carry a "damaging fire" parameter attached to them.
Of all the choices, only the first one will discourage bailing the tank while preserving the possibility to attain full score for the guy with the upper hand (as he will kill a tank, not an infantry). But all of them have a factor of discouragement of the "insta-bail" reflex that will eventually make it dissappear.