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Showing results for tags 'mrap'.
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In the last week alone I've seen this bug 4 times on different maps. Sometimes the mrap turret (open top) gets flipped upside down and becomes useless. Considering I've seen this bug several times in the past week I'm assuming it's pretty common. I didn't see this bug in the list of fixes for the v12.1 patch. This bug should be patched asap.
Ok so on thing that has bugged me since the release of IEDs And mines is that they both completely destroy anything and kill anyone who hits them. MAT-Vs and other MRAPs are specifically designed to resist a mine explosion. That's not to say the vehicle is not damaged, but the passengers should not be killed instantly. I'm thinking rather than having just two vehicle states (functional/destroyed) there should be a disabled state where the vehicle can take damage and become immobilized while the passengers are still alive inside. Then that could also make a repair vehicle applicable, or you could just have a logi truck act as a mobile repair station. Edit: Right after I posted this thread I realized it's in the website feedback section and I meant for it to be in the feedback and suggestions section. Sorry. If this thread is removed or relocated I will understand.
So I was just wondering, what are the damage models on vehicles going to be like when they come? I'm really hoping for some pretty in-depth stuff, seeing as the game is based around realism. Nothing like Battlefield's damage models, which is pretty much vehicles with health bars and the only factors to take into account is the side of the vehicle you're hitting. Maybe similair to Arma's damage models, but hopefully a little more in depth. So for instance in Arma you could disable a vehicles turret and pop one of it's tyres while the rest of the vehicle remains fully functioning. Ideally if the damage models were a happy middle in between what Arma and War Thunder has. War Thunder depth damage models would be great, but it would put way to much work on the devs, so like I said, if the damage models found a happy middle in between Arma and War Thunder that'd be great. I would be really disappointed if they had to detail and were similar to battlefield's damage model.
Introduction Before I being explaining my suggestion/idea, here is a video to get you all pumped up. https://www.youtube.com/watch?v=g4Xi7qGoJRU (Provided the wrong link earlier, sorry!) And here is another for educational purposes. https://www.youtube.com/watch?v=yXn0AZX8Hmo Suggestion/Idea With the confirmation of MRAPs(Mine Resistant Ambush Protected vehicle) being implemented into the game, I had been thinking about ways they could be used the way they were intended. Route Clearance became the most important mission during Operation Enduring Freedom. In a game that aims to give an authentic, yet fun and functional contemporary warfare experience, this idea could provide a whole new attack and defend experience. Though the videos I provided only show my unit driving down roads and waiting to get blown up, Sapper's are also tasked to clear paths for coalition forces in order to assault an objective. Now, I don't have any video example or diagrams of my idea, but I will explain a situation to the best of my ability, and with as little jargon as possible. Objective RCP(Route Clearance Patrol) will begin movement from the forward operating base. Infantry will be embedded, and sappers will assist in the assault. RCP will lead the convoy down a linear path towards the objective, clearing the road of IEDs and fighting off any opposition. Upon reaching the compound, the convoy with dismount and assault the objective. So that's the basics of it. How do you make this fun, you might ask? As far as the clearing of IEDs, I'm not all the certain. It could slow down the action, and possibly be boring. I imagine there will be several phases of this mission. Preparation for both teams, the movement phase, and then the final assault. Both teams will have the opportunity to be the attacker and the defender. While prepping, Coalition Forces will choose their loadout, order of march(what vehicles, and how the are positioned in the convoy), discuss known areas of interest, and how they would like to attack the compound. The Taliban(Or whatever opposition it may be) will prep by choosing where to place their ambushes, IEDs, and any heavy weapons they may have. I believe it would work best if this team had a limited amount of resource points. Do you want 5 RPGs, 2 DShKs, and 1 500lbs IED? Or 2 50lbs IEDs, 10 RPGS, and 1 DShK? Squad already plans to implement build tools, so this could most likely be easily included. Back to the idea of Attacking and Defending. As the convoy is headed toward the compound/objective, the opposing team will be able to coordinate their ambush whenever, and wherever they like. Either from a treeline, mountain top, a pot field, etc.. The Coalition forces must use the vehicle mounted weapons to fight back and continue movement towards the objective(This is their defensive phase, and the oppositions attacking phase). As the convoy makes it to the compound(If they make it, of course). This begins their attacking phase, and the oppositions defensive phase. Conclusion I believe I've about covered everything. I won't be disappointed if this isn't a realistic possibility, but it's definitely something I would like to see in a game. Battlefield 3 made us look like cowards in their single player. I only shared this because I believe the team has the ability to do it, and that it really wouldn't take more than some new maps and a bit of coding due to much of the assets already behind developed. If there are any questions for me, or if I can provide anymore insight, feel free to PM or comment below. Edit: I forgot to add one more idea. Some Project Reality maps had a civilian role. I believe it would work really well in a gamemode like this. Either as a hidden trigger man, or giving information to the ones waiting to ambush. Maybe let people play as little afghan kids so they can throw rocks at the trucks(kidding.. kind of). Kids around are usually a sign that their won't be an attack.