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msy

when vehicle is destroyed, the alive crews should run farther to avoid the explosion

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this problem exsits since OFP. when the vehicle especially like tank or APC is destroyed, the alive crews jump out but stay close to the wreck regardlles of its explosion and are dead finally.

I once complained that, it is better to keep the crews in the vehicle fighting to the end rather than jump out and wait for dead by explosion.

So I think this problem can be resolved very simply, for two ways:

1. make AI crews run farther to stay away from the explosion range.

2. make the extent of explosion smaller so that it won't hit the crews.

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Agreed it would be good if they ran away further and then regrouped... say run away from direct incoming fire and regroup..

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3. Randomize the chance of an explosion happening in the first place, making it a fairly rare event. But vehicle is still considered a wreck.

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why rare, if you penetrate a tank it will eventually explode or at least the ammo inside it will.

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Depends on tank. Soviet design tanks explode quite often because there's ammo stuffed just about everywhere, so penetrator is very likely to hit the ammunition. Tanks used during 2nd battle of Grozny had their ammo reduced to 22 rounds (no ammo outside autoloader), and that increased survivability greatly.

Most tanks have ammo in 2 places. While main storage is relatively safe in turret rear, there's also hull storage like in that Leo2A5:

http://img815.imageshack.us/i/ft6fbvfnigoomc5c8cb3.jpg/

While effect on hit would be same (kabooom!), it's surely much smaller target, so direct hit is less likely. Of course without direct hit ammo can ignite as well, just effect is much smaller (but tank out of action anyway), like in Basra when one Chally 2 was lost in friendly fire incident. HESH round managed to ignite few rounds inside tank, still 2 crew members survived blast.

AFAIK, only tank immune to such explosion is M1, thanks to its blast door separating ammo from rest of the tank.

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What I get sick of is the crew bailing out of a wounded tank and instantly knowing where the AT soldier that shot them is. Maybe something like this would fix it...

Also, I agree that a tank probably wouldn't blow up in a huge fireball every time...There's plenty of other spots that the rocket/projectile can hit and still incapacitate like the engine, track, hydraulics, etc. that would completely disable it, yet not cook off the ammo.

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I agree with NUFAN, tanks brew up way too frequently in Arma 2, also the crew bail too readily as well.

When under AT attack, you're generally safer in the vehicle than outside of it, especially in an Abrams that has a system of protecting the crew compartment if the ammo cooks off.

Also, when the crew bail, they should be at maximum exhaustion and suppression if not incapacitated / severly wounded. It is disappointing to destroy a tank or BMP and have the crew bail out and immediately begin returning fire.

I also agree with CarlGustaffa, their should be a degree of randomness applied to ammuntion cook-offs, and also to AT weapons functioning correctly against armour. Debate rages on about AT weapons versus armour, with people referencing wikipedia and saying "Look here the ATGM (W) can penetrate (X)mm of armour and the (Y) tank only has (<X)mm of armour, therefore ATGM (W) should destroy the (Y) tank in one hit.

In reality their are many, many factors that will affect an AT weapon's ability to penerate armour, in Arma this could best be simulated by a randomness effect applied to AT weapons.

In practice though, I think it could piss a lot of people off when they shoot an RPG-7 at an Abrams, only to see it either dud, bounce off or otherwise do f**k all. But hey, that's what happens in reality (I've seen all three of these things occur IRL against practice targets), and I think it would enhance the armoured warfare experience of Arma 2 to a great degree.

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