If you want to help, you can try modifying the weapon stats in your files (back them up first), then see what kind of effects you get, like increasing reload time by 0.01 second would suddenly underpower railguns, or something.
Except that they can't do it with their 2.2 installation, because their copy needs to be clear of modification. That's why i posted it here, so you will stop complaining without giving any help.
Tank traps would be cool Zombified, but without some kind of effect against tanks, you might as well just call them walls... if they damaged nearby tanks + blocked them that would be cool, and if they had a super high amount of hp with a small hit registration area, so long as engys had a limit of 1 tank trap, so they didnt get spammed, 1 or 2, with bonuses at advanced ranks of course i agree that one rail tank rushing can take down the CV, but thats only if the comm just sits there and takes it, and their team isn't doing anything for sure. most experienced comms nowadays might put down some turrets, if not a turret farm, will try to evade, drop walls, and call down a rain of epithets against their team to protect them. One example of a rush with similar power, on streetsoffire(i was NF), and with one goal in its mind, was a triple DU apc rush against myself, which was led by VooDoo and a couple other experienced players. I had level 1 turrets, about 8 missile turrets that were layered in preparation for any rush, and 4 mg turrets near the comm vehicle, i was planning on dropping a couple more ml turrets nearby since my team wasnt needing them, but before i could get out and build the APCs showed up, the first one died almost immediately when reaching the turrets, the second and third took only a couple seconds apiece, but the infantry/grenadiers that got out were mowed down by the lvl 1 mg turrets(4), the all of 5 of them that managed to get out before the vehicles blew up, 2 of which i ran over by simply driving forward a couple feet. i think the universal word exclaimed by some of my teammates who had actually seen the rush and kill spawned, but hadn't really needed to contribute was... "DENIED!"
Tank traps work by stopping vehicles, that's why you make lots of them and line them up, tanks simply can't advance without a lot of explosives, or a lot of manpower to push them away manually. They don't damage vehicles, that's just stupid.
And (as explained in another thread) the difference between tank traps and our current walls is that tank traps don't actually provide cover; in fact, they're specifically designed to not provide cover. The idea is that the advancing enemy tanks are suddenly forced to slow down or stop in an area where they have no cover; then your troops or your own tanks or whatever can kill them. Current walls are problematic and hard to use defensively (except for simply walling everything off or something annoying like that) because they can easily give cover to the attackers -- you build a big wall stupidly, and you're basically letting the enemy advance right up to that wall without interference, then they deconstruct it. Tank traps don't have that problem.
id like to see commander dropped mines. They would work just as grenadiers mines except that they would emit a gloving light ( blue for BE and red for NF ), and have to be armed by a certain class after dropped. That would make a rush completely impossible and tanks would rely on infrantery clearing the minefield ( while having no cover), and the infrantery would rely on their tanks providing suppresing fire while they clear the minefield.
Thats a cool idea Wilson, although I think defusal should still apply, just no -nine-mine possibilities from the comm mines. And Empty is just a big flaming Australian, and I mean that hes homosexual. /ignore...........lol j/k anyways tank trap ideas from myself + everyone else....and to explain for Empty so he can comprehend...the damage they would do would be contact damage, not over a radius area...duh...i wouldn't suggest something that dumb Have you ever seen a tank try to drive over or through a tank trap? How do you know it wouldn't do contact damage? Realisticly~ unbuilt walls ARE good tank traps...if they're on a slope....like in the middle of the map on Money.... unbuilt or built, walls provide as much cover for the enemy as they do for your team, from turrets and sieging cannon shots alike. The problem is...if you don't have enough walls to protect a base....then you need to build turrets....if you have turrets up....any obstacles within the turrets range will be highly sought after cover from said turrets....if there are walls in front of turrets...the enemy will just use the walls for cover to get as close to the turrets as possible...unbuilt walls can actually block turret locks on vehicles, and still let vehicles shoot over the top of them to kill the turrets...built walls still provide cover...but will require the tank to duck out and pop off a couple shots then hide again and let the locked missiles hit the wall, if they are fast enough getting back into cover. Or built walls can hide an APC rush... Exo facto...tank traps...no cover...contact damage to vehicles.... and Empty sucks...lol
They'd do damage to a tank if the tank hit it at full speed, and tanks already take damage from collisions [not enough imo]
I kinda don't like the idea of tanks taking too much damage from collisions, though. I mean, you're basically just punishing people for being bad drivers... and while bad driving is going to screw you over eventually no matter what we do, I don't really think we ought to do anything that makes that part of the game harder. Maybe against enemy walls only. But making a newbie take a ton of damage because they crashed into a tree strikes me as unnecessary.
I know, but at the moment, it might as well not be there, so it should either be made into something that matters, or should just be cut.
A little clarification on the Tank traps, the idea would be a small hitbox with wall like health, that can be fired around and walked around, but not riven around. Some missile turrets behind it would make it a defense that tanks would fear. the idea is that it would stop tanks, but still allow them to be in the open, with no real cover. http://www.cyber-heritage.co.uk/cutaway/trap.jpg the bars or the curved steel would both fill the purpose, and of course theres always the simple X shaped ones. Damage is negotiable, maybe in driving on it if we go with the rails, or maybe none. the danger would lie in stopping and exposing tanks to defenders fire.
Oh. Well, then I'm for cutting it. It's realism that doesn't improve the game... all it does is make driving a bit harder for new players.
Nukes "heat to target" = "10" This would mean it takes 4-5 nukes to stall a tank if you include the bug of doing double heat and then the pointless damage to heat modifiers which help to ruin tank combat, to the extent of keeping a heavy tank STALLED by a few lvl3 mls even if it has coolant.
That just made me think. Maybe different chassis should have different heat speeds per engine. APCs should overheat easier, because they're not tanks, and maybe heavies should overheat faster than mediums, to give mediums a chance.
We need Battering-rams on tanks... Essentially, a collision fortified layer in the front of the tank that damages whatever it hits to about triple collision damage. Includes walls and buildings. Just thinking about a 3phase LT with this thing on it...
Possibly an engineering variant of the medium with extremely thick frontal armor and a dozer blade, but you'd need to think of more things to do with it than just running over walls.
I think we'd still need more stuff to do. I would have said the ability to build earthen walls which are harder to destroy, but that'd probably be impractical.