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Tore

MG's blowing up tanks?

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I placed an Abrams and a Huey in the editor and placed myself as a machinegunner and just for fun I started shooting at the tank, I used up all my ammo and I entered the huey and started shooting at it with the miniguns, I emptied one minigun and started using the other. I shoot about 1000 bullets at the M1 and it blew up!

I found this pretty weird, is this intentional or is it a bug? :S

This is the demo by the way.

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You just used up all the hitpoints. let's say each bullet did a damage of 10.

But...try the same with a manned T-72 and it will not happen, because you will be shot down in seconds. I also noticed that i matterns where you hit a tank. The M1A2 can take 4000 round from the upfront, but will explode after 1200 round into the engine compartment deck.

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Hi, it's a intentional bug, BIS know about this 8 years ago and they didn't nothing to solve

it completly. Let's C ya

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Oh well, no one would be able to shoot 4000+ bullets at a tank anyways...

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Oh well, no one would be able to shoot 4000+ bullets at a tank anyways...

1st: lame justification/excusion

2nd: ingame we do, and much less then 4000 rounds are necessary to disable some sections of an MBT

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2nd: ingame we do, and much less then 4000 rounds are necessary to disable some sections of an MBT

Really? :confused:

Who was gunner on the tank? :D

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I think his point is that you'll get nailed before you can unload 100 rounds into a manned MBT.

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Well, that Huey miniguns have an optional 4000 rpm / min - mode and a 2000 rnd magazine.

With a decent gunner I think your chances to deliver some good hits with the large caliber minigun to the engine section of a tank from above are pretty good.

So why should this be a bug? :)

Only if 7.62 or even 5.56 mm ammo would damage the armor of the tank (esp. in the front or the turret) I'd say theres something wrong

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My understanding is that vehicles have a certain number of hitpoints and will explode when they run out. It'll take longer, but if you have the patience you could blow up a tank with a 9mm pistol.

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Well, that Huey miniguns have an optional 4000 rpm / min - mode and a 2000 rnd magazine.

With a decent gunner I think your chances to deliver some good hits with the large caliber minigun to the engine section of a tank from above are pretty good.

So why should this be a bug? :)

Only if 7.62 or even 5.56 mm ammo would damage the armor of the tank (esp. in the front or the turret) I'd say theres something wrong

That is what actually happens.

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the problem with the hitpoint system isn't that it takes a couple of thousand rounds to destroy a healthy MBT. that's just too unplausable to happen in actual gameplay, so it's a non-issue.

It's when something else attacks the MBT first, but doesn't quite destroy it (another tank, AT soldier, Hydra rockets et.c). Then someone with a light machine gun comes and shoot maybe a couple of hundred rounds and it blows up

Edited by Cirap

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Here's another discussion going on (different game, same topic):

http://www.realitymod.com/forum/f18-pr-suggestions/18756-minigun-realism-8.html

Juding from some these comments they support the idea of a minigun damaging a MBT with enough RPM and rounds.

One should try firing M2 rounds at a tank ingame, see if that's different to the minigun in damage and rounds needed.

Edited by Icewindo

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I placed an Abrams and a Huey in the editor and placed myself as a machinegunner and just for fun I started shooting at the tank, I used up all my ammo and I entered the huey and started shooting at it with the miniguns, I emptied one minigun and started using the other. I shoot about 1000 bullets at the M1 and it blew up!

I found this pretty weird, is this intentional or is it a bug? :S

This is the demo by the way.

It's sounds to me as if you didn't have much to do on that particular day :)

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I do find it ironic that if a certain other game was designed to let MG's blow up tanks, this forum would go nuts bashing that feature.

You can also make Humvees and UAVs blow up with an M16 in this game from just regular playing. Doesn't take many rounds at all to make a UAV blow up like it was strapped with C4.

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Slightly off topic but I noticed that in the mission "Badlands" just killing the driver of an enemy jeep would cause it to blow up. This was consistent with all the defending jeeps around the towns and not just a one off. Furthermore wots with destroyed vehicles blowing up again and again, surely once all the fuel in the gas tank had exploded the they would just burn out. really irritating when one of your team get taken out by a jeep exploding for the 7th time.

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Slightly off topic but I noticed that in the mission "Badlands" just killing the driver of an enemy jeep would cause it to blow up. This was consistent with all the defending jeeps around the towns and not just a one off. Furthermore wots with destroyed vehicles blowing up again and again, surely once all the fuel in the gas tank had exploded the they would just burn out. really irritating when one of your team get taken out by a jeep exploding for the 7th time.

It's simulating rounds cooking off.

I think only combat vehicles do it but I could be wrong. In a sense it's a nice feature and realistic, but it's not perfect either.

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Like he said its ammo in vehicles blowing up one after the other their all reaching cook off temps at diferent times like in real life but I would like it to have a time limit it sounds repetative.

If they had added real physics on tanks instead of a points system it would lag an already hard to run simulator. Got to remember ARMA 2 is for very large scale warfare not 30 men 4 tanks in one town.

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Everything that needs to be said on this topic has been said.

We dont need to go over this old biscuit again and again.

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