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Everything posted by SpecialAgentJohnson

  1. Realistic Tank aiming suggestions

    Will sight/aiming on tanks be realistic in the future? I hope. I can't speak for the Abrams but I was a gunner for the Leopard 2 MBT so I can tell you how that works at least. I suspect the Abrams to be very similar. Basically. Aiming with a tank is not hard. It is very easy actually. Even on the move. The sights are mounted on a mirror that can move instantly long before the turret has started to move those 15 tonnes. This is all good. Now once you have acquired a target, the first thing you do is press a button to fire a single laser shot. This gives you the distance, in numbers at the bottom as is visible in Squad already. However, please note that this eye-dangerous laser isn't active all the time so the distance will not always be visible and move up and down when you aim at things. There is actually also a reason for this and that is because there are things that warn for lasers, but more importantly you don't want a target being missed because it drives behind a tree close by, right? So, first you take measurement. Then comes the second part. You aim exactly at the middle of the target. Actually between the turret and the chassi if it is a tank. Then you press the button and YOU ALWAYS Hit basically. If it is a stationary target and measurement is correct, even in the move you are 99% going to hit it spot on km away when pointing the cross hair EXACTLY ON TARGET! The computer does all the calculation for so you don't have to aim above or anything like that at all. Now comes the third part. In case a vehicle is moving and you have already done your single range measurement with your laser, what you do is to follow the vehicle with the sights centered mid target at exactly the same speed the vehicle is moving - ALWAYS CENTERED, then you press AND HOLD a certain button which tells the computer to calculate exactly how much in front of the vehicle the gun should shoot in order to hit the vehicle. If you do it right and the vehicle is moving at a constant speed, your cross hairs centered all the time, you will basically always hit as well as long as the vehicle is not moving to fast towards or from you, which would change the distance thus tell the computer to aim too far in front, or too little in front of the vehicle. Distance is absolutely crucial here maybe more so than for a stationary targets because if it is a fast moving vehicle sideways, it will have moved quite a distance before the round hits, compared to a stationary target where the time to a hit is not an issue, only the height above the target that the cannon should elevate to. The round will land when it lands, so to speak. Now it would be really cool if you could implement at least one button for firing a single laser round showing the distance at the bottom, automatically adjusting cannon, i.e. the user don't have to compensate upwards. It would also be cool if you could implement that second "hold-to-follow" button to let the cannon auto adjust where to aim by holding it down. Please note that it is not mandatory to use this function. If the distance is correct, you could aim in front of the vehicle as well manually, but it would be much harder. So, 2 buttons please! Only one mandatory to use. Don't say it will scare of rookies because rookies are already scared off by the much more complicated mortars in such a case. Plus it is actually easy to learn and fun too do it the real way. Also doing it the real way should be rewarding I think. Please note that running and gunning will still be possible of course. For the second button I would suggest a quirk to make it work better with a mouse. This is because when using a mouse you have to constantly move your hand which reduces precision A LOT. In the tank, instead, you turn the controller thereby telling it to keep turning by the amount of speed you want, so to speak. Like a steering wheel in a car, you don't constantly have to move the steering wheel, right? So what I would suggest is this: First you use the mouse to follow the target matching the speed of the target by moving your hand, then you press and hold button 2 to keep the sights MOVING at the speed and direction you had when you started pressing the button, thereby disconnecting the mouse input so to speak. If you would want to readjust you could just release the button and follow again with your mouse then press and hold again to rest your hand while the turret keeps moving. This would be the closest match to the real deal using a mouse I believe. Just a few suggestions. Thanks for a better and better game!
  2. Vehicles vs AT infantry in V12

    This is a bug of course. One sabot to the rear (it was a sabot round, right?) and you should be out. High explosives won't make a dent however.
  3. Realistic Tank aiming suggestions

    Not sure exactly what you mean. They actually look too complex I might think. But I don't know what they look like in m1 real life.
  4. Struggling with this game

    I've almost never had any abusive players actually. Had some people swear at me for stealing their supply points but that might be reasonable though. Also had an idiot unbuild my constructions but that's about it. I suggest you leave the squad full of idiots and join another, or switch teams, or make your own squad even though you are inexperienced sl. If someone else joins who gets upset with your noobiness then offer them to sl, and if they don't like that and keep offend you just kick them out. Easy as that! Tip! Put a fake clan prefix on your playername. That will automatically get you some respect. ;-) ;-)
  5. Realistic Tank aiming suggestions

    Exactly. Don't go out in the fields. Stay and hide in the city and RPG them from rooftop etc. Maybe mines should be more plentiful though.
  6. Realistic Tank aiming suggestions

    How do you know?
  7. Vehicles vs AT infantry in V12

    I think also maybe leave tanks out of some maps so players who do not like that type of gameplay can enjoy easier pray. Tanks should be tanks though. I do think that there should be enough supplies for the countering part though. And portable ATGMs is a good idea. Once a missile has been deployed it could be dug up and down by anyone with a shovel in a new place without costing build points. That is realistic and a good idea. Also I think the missiles seem a bit expensive actually. Maybe insurgents can get more heavy IEDs as well?
  8. Realistic Tank aiming suggestions

    I'm pretty sure M1s use Chobham-type armour dude. M1 Armour
  9. Strix Anti tank Mortar Round

    With some people worrying tanks becoming too powerful, how about adding AT rounds such as the Strix Mortar fired 120mm round. It can be launched from fixed or mobile 120mm Mortars and is actively seeking out tanks when fired. You would also have to add 120mm mortars of course, but it would be nice to have some proper firemissions as well so... Strix AT Mortar Round
  10. Realistic Tank aiming suggestions

    How about adding the Strix anti tank mourtar round for instance? Strix AT Mortar Round
  11. Realistic Tank aiming suggestions

    Say what? Tanks should be bad-ass, but infantry should have plenty of bad-ass systems to defeat them with.
  12. Arcady Milsim? Suggestions.

    Exactly. You should FEAR some assets. That creates excitement. Other stuff is arcady. Don't know how reducing aim would be less arcady?(!) It would just be Battlefield again. Boring as hell, and it's just about the person being being able to jump up and down the most that wins all the fights without any assets strategy whatsoever, because assets aren't important because all assets can always defeat all assets at all time. Totally boring. You are talking about making the game more arcady and less realistic because you don't want to be shot from far away strolling down the hill out in the open. How about moving in cover with APCs covering your advance? You know... Use... Some... Strategy... A tank can mow your entire squad down from 4km at pitch black night btw. So 500m daytime is not impressive at all actually.
  13. Why turn off turret stabilization?

    Why button for turning on and off turret stabilization? It seems completely unnecessary because it is not something you typically switch on and off when riding a tank. Only reason to not have stabilization on in real life is to not rip down trees or bystanders when passing by. It seems overkill to add an explicit button for it, and it just adds unnecessary complexity to the game. I can't understand this decision.
  14. Realistic Tank aiming suggestions

    If you can't beat the tank bring in the gunship. If you can't beat the gunship bring in the jet. If you can't beat the jet bring in the SAM. If you can't beat the SAM bring in the infantry. These types of decisions make for an interesting strategic gameplay, instead of running and gunning.
  15. Realistic Tank aiming suggestions

    I really dislike this concept "every type of asset should always have a fair chance in every situation at all times". This is why Battlefield sucks in the first place. Appropriate assets should be used to engage suitable assets. If your current asset type isn't appropriate for the mission, then call for the deployment of an appropriate asset to engage it. If you can't beat it you should stay hidden. This implies actually having to take strategic decision and not just running and gunning I-can-defeat everything style gameplay that totally waters out any game. It is the very reason I hate battlefield in the first place. As Squad is already, maps are already modified to not allow vehicles do much damage actually. Brushes and trees everywhere. Also if tanks are too powerful, have maps without tanks. Problem solved. Game is still very far from a simulator. If you can't stand the HEAT, then get out of the kitchen!
  16. Realistic Tank aiming suggestions

    Actually modern composite ceramic armour is a bit like glass. Once hit, it won't sustain another hit very well because the ceramic tiles breaks. The values you talk about probably also point to the very thickest point on the turret directly in the front. Mind you, all gunners try to aim between the turret and the hull whenever given the chance because armour is much weaker there. A sabot from the side or rear and you are guaranteed to be out of action. To be honest I believe, even without penetration, the crew would be quite shook up and possibly a bit hurt from splinters and stuff coming off on the inside. They will probably have a hard time getting off a return round in time. Though not impossible of course.
  17. Realistic Tank aiming suggestions

    It seems you are the right actually.
  18. Limited Testing - 10/31

    Its been good but not amazing. Now it's starting to be amazing. Just a bit tired of the nade sounds still. They sound exactly the same always.
  19. Limited Testing - 10/31

    New gunshot sounds are awesome. Great work @anders! I find the new loadout menus to be to obtrusive though. It feels like you leave the game when you switch screen completely. Also the mini map is much slower which is kinda annoying.
  20. Realistic Tank aiming suggestions

    A TOW should be a definite kill for most (every) tank I believe, so maybe yes they should change that then. It hits the roof of the tanks where they are less protected I believe.
  21. Realistic Tank aiming suggestions

    OK a little bit but it's still a guided missile intended to destroy moving vehicles. A rocket would take real skills. Besides a Tank is a valuable asset and a TOW is a cheap-ass emplacement that you can litter everywhere. A tank is also a big target compared to a small hidden missile launcher. I'm thinking tanks on tank maps, not on infantry maps.
  22. Realistic Tank aiming suggestions

    There is no skill with the TOW though. TOW will hit tank but tank won't hit TOW. Why is that? There is also going to be helicopters later on with Hellfire missiles. Tanks will be completely vulnerable towards them without automatic fire control computer aiming. It is difficult enough to hit a helicopter moving with fire control, but will be really hard without.
  23. Realistic Tank aiming suggestions

    I don't think so. That reasoning led to Battlefield series games with useless weapons. The idea behind project reality and squad has always been: Have fun with real weapons that hurt! Remember, on maps with tanks, both parties should be equal. That means Abrams vs T72, or missile ATGMs for infantry. Infantry better know to stay in cover until Tanks shows weak spots. Cities are murder holes for tanks. This is where infantry can easily defeat a tank using appropriate weapon systems.
  24. Realistic Tank aiming suggestions

    You don't have to hold a button to stabilize. The turret is always stabilized.
  25. Realistic Tank aiming suggestions

    I think Tanks are tanks. How can they be too easy? Secondly, you would have to learn how it works. I think currently how it works is WW2-style shooting actually. Also, furthermore, you could say that currently the Tow missile system is overpowered compared to tanks because they have no problem aiming (with guidance), but tanks do. Put in more Tow's to counter the tanks as well.