Allow a larger tank (Heavy/Comm) crash thru a unbuilt enemy wall at a high enough speed. Pros: Stops the waste of time to get rid of a small wall just to get by. Games that are too long because of walls go by faster Cons: Makes walls less effective Alt: Make built walls for anti-vehicle and unbuilt walls for cover?
although it would look cool it would just defet the entire point of walls all togtether. Many diffeant walls have been sujested but have all been flunked. Personly I would like sandbags but it has been shot down lots.
Make it an apc with a big cow catcher like shield. and make it so it completly over heats when it breaks through. so the wall crashes to pieces and infentry start poring through. starwars 4 style
That would be very cool. . BUT! ONLY IF IT HAD THE SAME POUNDING SOUND AS THE SEISMIC BOMBS IN STARWARS EPISODE II. I LOVED THOSE BOMBS!!!
hm actually some anti wall weapon isnt such a bad idea, maybe some sort of arty ammo, because currently its still impossible to destroy walls with anything but the calculator
I'm thinking like a tank busts thru the wall like a APC or something and yeah It should overheat or something. I don't think It would be that hard to code. Some big tank crashes a wall at a high speed makes the wall crumble.
Hey, maybe this could be a use for the fission engine: Hideous acceleration, but breaks walls at full tilt.
I really like this idea.. Maybe only heavy tanks with 3 phase or fission can do it.. That way heavys could be more dominate like they should be.. Have you ever tried to kill a wall with shells? it sucks Either way it would look fucking awesome
The idea of letting heavy tanks damage turrets, and walls have been thrown around for a while now; and generaly speaking it always gotten positive response... You sir get a cookie :p
A "breakthrough" apc is the most awesome idea in month I dont think we need to overheat it after breaking through because a well placed mine or turret behind the wall is enough to kill it. Infantry can also sticky or mortar it very easily because theres not much room to drive between two wall segments. I like Vess idea of a big cow catcher or a snow shield from a train the most. Maybee make it weight enough that the apc can only carry one tiny one slot weapon beside it. I think it would be best if the cowcatcher just makes extrem damage to walls. So you have to hit the wall about 3 times til it gets down. So the enemy behind the wall knows whats going on. Maybee instead of an apc make it a item for the light tank / afv. Why? because it gives that vehicle a role til endgame and its not a spawning point behind the enemy defense. Im not for giving the heavy tanks that ability because it maybee makes them to overpowerd. Good heavys can ignore turrets and if they are able to crush through walls theres not much that holds them of from your base.
Clearly alot of you hasnt seen what an apc full of peeps, or 1 heavy can do to an enemy base. also do more defenses on money anymore, alot of mis-guided server hosts still have that map up.
I'm sure this could be worked out some way to make it balanced and add more 'BAM' to the game. Example for balancing is: A 3 phase/fission engine large tank would work. (I think comm should have an auto break wall ability. When you crash into the wall some of your armor goes down and your engine overheats a little in place of crashing into the wall.
Run jeep into wall. Jump out and de-construct them. Whats the point of walls if a tank can break through them?
What if your not an engineer or a engineer is behind the walls constantly repairing them? I'm suggesting this because wall's sometimes make the game too long. So why not further in the game when you have 3 phase be able to smash the walls down with a large vehicle?
I still like my wall idea better... make the damage absorbsion on the wall 0 when it is unbuilt, and as it is built, it slowly rises to the current damage absorbsion level... makes unbuilt walls usless, but fully built ones still stop tanks as well as they do now. Really, the only issue I've had with walls is on money. The losing team will make 5 layers of walls, and continually make unbuilt walls to replace the layers you manage to break through, setting back your progress alot by making you waste your tool ammo on taking those down first. If your tank could destroy unbuilt walls, this wouldn't be as much of an issue, and a single engineer won't be able to keep all tanks from getting in on one side. They would have to use more engineers to accomplish the same thing, which means fewer engineers repairing that barracks or VF that your team is shelling with arty.
How about velocity being directly proportional to damage dealt. Maybe top speed with a 3 phase 1 hits a wall, and just go down from there? *Quick edit* You could use the kinetic energy formula (k=.5*M*V^2) with k being a damage factor, so the higher speed and weight, the higher damage.
I agree with the fact that build walls should have the same stopping power, and the larger the wall the more impact you need. Something on those lines would work. For the multiple wall problem that needs to be looked into.