Lynn Beck wrote:Void Echo wrote:True Adamance wrote:Can agree with everything here except for the crews bit.
this
HAV (Pilot/Main Gunner/Secondary Gunner): 3/1/2
I will never agree to that though, it completely kills the reason to skill into tanks at the primal level.
Thats the timer bit, so you're saying the only reason tanks exist Atm is for people to jump out of them instantly and kill them with a YesRifle?
The crews bit is about how Driver/Gunner should be separated from each other, and only Driver can activate reps/move.
And that's the only bit of contention I have. I think its fine to have a timer between embarking and disembarking. I've even suggested that myself a couple of times where using the pilot suit provides the additionally benefit of interfacing with vehicle systems faster and allowing for faster embark, disembark, and recall times.
However the issue here with crews is on of necessity and the simple question is "Is it truly necessary" to separate Operator and Gunner roles. Certainly one could argue that it is more realistic from a certain operational stand point and in many respects I am a real stickler of authenticity and realism however the counter argument I would make is simply.
"How enjoyable and practical is it for one player to field a 500,000 ISK vehicle and have to rely on another player for basic functionality?"
Honestly not very. I could easily walk right out of this game is something like this were implemented, not because it is necessarily a bad idea but because its not necessary.
Almost every other game out there now or that has been out in the last ten or so years has managed to consolidate in a fair and balanced manner the role of vehicle operator and primary gunner usually allowing for the additional seat of secondary gunner on most battle tanks.
Battlefield Series, Starwar Battlefront Series, Planetside Series, Warhawk Series, heck even War Thunder Ground Forces essentially a Tank Simulator that is more realistic that World of Tanks consolidates these roles for that full functionality is the hands of the vehicles primary operator.
However in almost every one of those games the Tank is typically loaded out for an anti vehicle/installation role.
In Dust we have yet to establish that role. Perhaps in Dust tanks simply will not do that (to the detriment of the class/role as a whole) and will instead function in an anti infantry role.... who knows right now with Rattati not offering insights into his own threads.
Regarding the specific locations on a tank I have a few ideas of justifications for the race specific weak points and where they should theoretically be.
Madrugar
- Weakness on either side or rear of the HAV Gun mantlet (assuming the mantlet is properly attributed to the HAV)
- Weakness between the segmented tracked sections against angular armour
- Weakness at the rear radiator where armour is weak and fragmentation that damages the critical systems occurs
Gunnlogi
- Weakness against the thin lower plate that protects the tracks on the segmented sections.
- Weakness against hits to the gun barrel/ forward mantlet
- Weakness to the rear shield generator and radiator where projected shielding is thinnest.
Of course these could be adjusted. A lot of tanks actually have incredibly thick forward plating on the glacis plate which makes them damn near impossible with conventional weapons to penetrate while other lighter vehicles are much more susceptible to damage to critical sections like that and are awkwardly designed to survive hits to regularly targeted areas.