Changes for the AT rifles.

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Extension7

FNG / Fresh Meat
Jun 22, 2010
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It seems impossible at the moment to track a tank. I don't even think it's a viable tactic anymore to track it. You can shoot at it all you want with your AT rifle but nothing will happen, you're beter off going for the ammo and piercing the hull with your overpowered rifle :p

I suggest that AT rifles be made more for disabling tanks rather than destroying it. They should only be able to hit major engine components and track it, destroying it just seems so odd with the AT rifles even at closer ranges. The rifles suck at range attacks yet if they were able to disable a tanks track from a decent range that would help a lot on larger map that we are bound to see when transports come.

Even just damaging tracks will do, so the tank won't be able to move as fast (like when your engine is hit) or the tank won't move forward correctly it'll edge to the left or right a bit do to the tracks being a bit wobbly. I think doing so will make AT rifles a bit more in their place. Because right now you either get a close range flank on them or you're better off just dropping the useless thing.

Just a couple suggestions from me.

Question: When in a rare occurance you actually track a tank, do you see the tracks come off or break? If not that should be a visual indicator for AT riflemen.

Spoiler!
 

Nikita

FNG / Fresh Meat
May 5, 2011
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I just wish the tank optics were actually destructible. Destroying the T-34's periscope or something would be quite advantageous.

Does anyone know if a tank's coaxial/hull MGs can be damaged by AT rifle fire?
 

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
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Does anyone know if a tank's coaxial/hull MGs can be damaged by AT rifle fire?

There is no hull MG zone to damage, it seems. There is a coax MG zone, but I've never seen it get taken out, so it might be bugged like the tracks were (Are?). That or it's included in the list of things that can't be destroyed.
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
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San Bruno, California
There is no hull MG zone to damage, it seems. There is a coax MG zone, but I've never seen it get taken out, so it might be bugged like the tracks were (Are?). That or it's included in the list of things that can't be destroyed.
have you seen where the brake zone is on the two tanks?
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
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I so wish tanks were easier to damage/immobilize, the treads, optics and MG in particular. The AT role would be much more important if they could work to keep the other side at a disadvantage.

I've never been able to bust a tread with the AT rifle.
 

Dr.Phibles

FNG / Fresh Meat
Sep 7, 2011
223
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ive had my tracks taken out by enemy tank fire but not AT rifles, probabaly because like he says its much easier to kill tanks than disable em with the AT rifles..
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
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San Bruno, California
ive had my tracks taken out by enemy tank fire but not AT rifles, probabaly because like he says its much easier to kill tanks than disable em with the AT rifles..
are you sure it was the tracks and not the brakes? i've never lost a track yet. but the brakes have been damaged by other tanks plenty of times.
 

c200k

FNG / Fresh Meat
Apr 24, 2011
190
3
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Saarland, Germany
I think the problem will resolve itself, if there are light tanks in RO2. The AT role would be much more interesting.

Regards
 
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Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
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Nargothrond
I've been tracked, but not as often as brakes getting taken out. The tracks are represented by the thin rectangle next to the track. When you get tracked on one side, all you can do is go in circles.

I think one of the problems with the tank damage is now in Realism mode, the default damage model doesn't allow the turret ring to be destroyed. Makes it a bit harder to get a good disablement in.
 

Extension7

FNG / Fresh Meat
Jun 22, 2010
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The whole damage models seems weird to me, I mean majority of the time when I hit a PZIV in it's ammo rack it goes sky high but the rest of the modules seems so at random. I've never had my tracks or brakes taken out, I've only had my tracks damaged. I had my turret ring out once while playing Arad a long time ago, and the rest of the modules seem to never get hit. We should do some testing on this.

But I still think the AT rifles need a revamp, they shouldn't blow up a tank, it seemed so crazy seeing a turret fly off a tank after 3 shots from my PZB on Ogledow. I think they should be used for disabling the tanks tracks, maybe the engine and the optics as Nikita said.

We are probably going to get panzerfaust and zooks any day now, which will make the rifles pretty useless, so lets make them good at disabling tanks so they can actually be worth something ^_^
 

Calumhm

FNG / Fresh Meat
Jul 22, 2009
389
30
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30
Plymouth, England
I don't like the idea of killing crewmembers with the AT rifle from the front.* From the front I think you should only be able to deal damage to secondary targets like brakes or optics.

I want to encourage players to flank the tanks, or lay in ambush, waiting for the tank to come by and reveal its weaker armour.

*Especially if the game makes your new crewmember crawl into the same spot you were just killed in!!
 

AtheistIII

FNG / Fresh Meat
Sep 14, 2011
439
8
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I've never had my tracks or brakes taken out, I've only had my tracks damaged. I had my turret ring out once while playing Arad a long time ago, and the rest of the modules seem to never get hit.
Afaik that depends on server settings, the admins can choose if the subsystems can be completly disabled or only damaged.