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Yellow14

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About Yellow14

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  1. Yellow14

    RPG Effectiveness

    Perhaps there's a way for BI to address this somewhat with the code. Maybe if there are enough of us on board they will look into it. It would be interesting to see it implemented on helicopters as well. I know there were some mods made for Operation flashpoint (BAS) I think, that implemented a script when choppers where hit that simulated Blackhawk down. It was fun for mision making to have the ability to rescue the crew of a downed chopper. It seems now that the engine is so robust it would handle these things much more easily.
  2. Yellow14

    RPG Effectiveness

    I am referring to the RPG7 and LAW, smaller man portable rocket launchers. In Operation Flashpoint, and ARMA 1/2 a single RPG-7 would take out all of the APC's in the game(including strikers with slat armor designed to defeat RPG's). However, those are entirely different than MANPAD systems and Anti-tank guided missiles (ATGM's) such as thig http://en.wikipedia.org/wiki/9M133_Kornet which is also known as the AT-14 and was used by Hezbollah against the Israeli Mirkava in 2006. Those systems are designed to defeat main battle tanks such as the Abrams and T-90 but also operate by locking onto the tank with some form of guidance system. They are also not usually carried on a single persons back, but are instead fired off a tripod. And from what is known even the AT-14 failed to kill the crews of the Merkava tanks they did hit, though they did render the tanks in-operable. If it were possible some form of deflection system for rockets hitting vehicles would be great and make the game far more dynamic, though it may not be what most people want when they shoot an enemy tank. I guess the difference I feel is that in real life enemy armor represents a huge problem for infantry. Even if they posses a Javelin anti-tank weapon they still have to employ it and in most cases they call in air-support, such as the A-10C or Su-25 Frogfoot to handle MBT's. Good discussion, I like where this is going. I searched the forums but didn't really find any threads on it. Maybe there is someway we could bring this up to the dev's and see what they say.
  3. Yellow14

    RPG Effectiveness

    Is there any way RPG's could be more realistic as far as vehicle damage goes? I know their are coding limitations, but one hit kills for APC's and MRAP's/Ifrit's every time is fairly unrealistic because RPG's and LAW's do not always get direct hits. Maybe the damage from them could be scaled down to disable Hunter/Ifrits with one hit, disable APC's with two hits, and kill tanks with 4-5 hits. I created a much longer post on this last time but it didn't post so this is the short version. RPG's are also wildly inaccurate. ---------- Post added at 19:04 ---------- Previous post was at 19:02 ---------- I found the original post I created. Cheers I searched for this topic in the forums, but did not find anything that directly related to the issue so I figured I would create a new post about it. I have been playing since Operation Flashpoint and one thing that has always bothered me is the effectiveness of RPG's and LAW's. They seem overly powerful compared to real life. I know that the RPG7v can penetrate roughly 15 inches of armor, but that is only on a direct hit. Most APC's (armored personnel carriers) survive more than one hit from an RPG or LAW in real life because the hits often deflect off or do not fully penetrate their armor. I know their are coding limitations as far as damage modeling goes but (disabled/blown off tracks, disabled turrets or main guns) I think it would be interesting to see more of a scale for vehicle damage aside from one hit kills. Perhaps the damage effectiveness of the RPG's could be scaled down as to disable, but not destroy, a Hunter/Ifrit from one hit, disable an APC from two/three hits, and a MBT (main battle tank) with four/five hits. Another issue is accuracy of anti-tank weapons. In real life most RPG's and other anti-tank weapons are only accurate for short distances. Much like the inaccuracy of the MK19 grenade launcher firing from a mount where you have to "walk" the fire into a target. I know that balancing is an issue and I think that can be overcome by creating fewer vehicles in multiplayer missions. Another thing that balances gameplay is the number of shots each anti-tank soldier gets which is around three. Thank you for the hard work for this upcoming game. I look forward to it very much. P.S. I have fired myself, or instructed on the operation, of a wide number of weapons systems such as the RPG-7 and AT4 as well as MK19 and Russian heavy machine guns while instructing Iraqi Marines.
  4. Yellow14

    RPG Effectiveness

    I searched for this topic in the forums, but did not find anything that directly related to the issue so I figured I would create a new post about it. I have been playing since Operation Flashpoint and one thing that has always bothered me is the effectiveness of RPG's and LAW's. They seem overly powerful compared to real life. I know that the RPG7v can penetrate roughly 15 inches of armor, but that is only on a direct hit. Most APC's (armored personnel carriers) survive more than one hit from an RPG or LAW in real life because the hits often deflect off or do not fully penetrate their armor. I know their are coding limitations as far as damage modeling goes but (disabled/blown off tracks, disabled turrets or main guns) I think it would be interesting to see more of a scale for vehicle damage aside from one hit kills. Perhaps the damage effectiveness of the RPG's could be scaled down as to disable, but not destroy, a Hunter/Ifrit from one hit, disable an APC from two/three hits, and a MBT (main battle tank) with four/five hits. Another issue is accuracy of anti-tank weapons. In real life most RPG's and other anti-tank weapons are only accurate for short distances. Much like the inaccuracy of the MK19 grenade launcher firing from a mount where you have to "walk" the fire into a target. I know that balancing is an issue and I think that can be overcome by creating fewer vehicles in multiplayer missions. Another thing that balances gameplay is the number of shots each anti-tank soldier gets which is around three. Thank you for the hard work for this upcoming game. I look forward to it very much. P.S. I have fired myself, or instructed on the operation, of a wide number of weapons systems such as the RPG-7 and AT4 as well as MK19 and Russian heavy machine guns while instructing Iraqi Marines.
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