The amount of damage should be based on where you hit the tanks, for example: Front - Lowest Sides - Low Back/Below - Medium Top - High Not sure whether this should be really im emp, but it came to mind and it somehow seems an interesting idea. Probably needs just testing to see how it works out, but this definently would reward "sneaky" tactics like ambushing tanks from behind or the side instead of charging right into them. Also it probably makes the attempt to just driver over players more difficult, because you'd have to fear to get stickied from behind. I think this should be for stickies only (maybe grens are limited to getting extra damage if they hit a tank on the top). Also this would make vertical fighting a bit more important as you would use walls/buildings to attack tanks from above. Discuss.
This doesn't mean they'll get worse, depending on the way you implent it, they get even better if you hit the right area. (I tend for a implentation of "low = damage as its now") Keep in mind, that stickies are very powerful against the earily tanks (AFVs/LTs) and APCS.
a mindplay Front - overall armor (good for when you have something that will finish off the tank) Sides - stall (wheels get damaged) Back/Below - heat (engine gets damaged) Top - hull (the chassis gets damaged 2/3 the strength of overall armor damage but armor left intact, can be better or worse then overall armor depending on the situation)
Each vehicle should have a weak spot, if a sticky is placed there it cause critical damage. It should be small enough to make it not to easy in general, and impossible for a fast moving target. But I doubt there is any passion to code it. Not to mention it probably ends up to be buggy because the prog fails to recognize if the sticky is properly placed. Causing either always do critical damage or non at all if the vehicle is moving.
Why do people want to change stickies? 4 stickies will kill ANY VEHICLE (except CV). This is the strongest weapon in game, granted it's short ranged, but rifleman isn't supposed to be focused on vehicles.
Make RPG's actually kill tanks and easier to guide and make mowtars actually hurt rifleman instead of giving them your position to turn around and kill you in less than a second.
Wrong. Sticky him on the same side, like you're supposed to. It's really not that hard. Considering that you are withing range, it's probably the heavy is where he shouldn't be, and he probably didn't see you since you are still alive/since he's still close. If you're not a dumbass, and you don't cook your grenade, you can sticky 3 grenades before the first one explodes, and the heavy will take a long time to react to that. Also, most people are dumb and put the least armor on the back, so it's a pretty safe bet to start from there. You don't expect to kill a tank by taking down armor on all 4 sides.
Why are you at all thinking that it should be EASY for a Rifleman, which is an anti-infantry class to be effective against the best tanks with the best armor, when not even Grenadiers can do any damage there, and you must resort to using your own tanks?
I just tested, it's 5. Remember to take into account damage increase rifleman power, damage increase grenadier squad leader aura and the tank driver using armour increase. Completely stock it's 5.
I do not support this idea because the weak spots are determined by the person who customized the tank, and those weak spots are then to be taken advantage of with the help of a grenadier with armor detection.