Partially Accepted Leopard, M1A1 and Arti changes

Content that has been partially accepted
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Toni

Well-known Member
May 23, 2022
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What does this suggestion change/add/remove:
1.
(17th LTCOL Request)
M1A1 Abrams stats update:
Powerbandstart 620
PowerbandEnd 2600
Efficency 1
Traction bias -0.17
Limit rpm 2600

Leopard stats after update:
idleRpm 700L
Limit rpm 2100
Powerbandstart 550
Powerbandend 260
Steerspeed 4.00
Efficency 1.76
Traxtionbias -0.17
Front and rear suspension height -0.35


2.
Arti Rework/Buff suggestions (Individual suggestion-points, that can be considered individually or as a group)
2.1 Make it realistic, IRL Tunguska (and general type of vehicle) has anti-air missiles
2.2 Make the rockets it shoots have a proximity fuse
2.3 Make the cannons shoot at a proper RPM, and be explosive shells
2.4 If the above are accepted, limit the ammount of arties on the field to 1 at a time (1 for NATO and 1 for NWO).
EDITED Changes: Limits the missiles to 8 (irl ammount); and limits cannon ammo to a balanced ammount, requiring the arti to RTB for resupply ammo.


Has something similar been suggested before? If so, why is your suggestion different?:
Nope

Possible Positives of the suggestion (At least 2):
Positives for 1:
- Makes the Leopard playable, and enjoyable to play.
- Not much else really, the tank is very unplayable rn.

Positives for 2:
- Creates a real, accessible counterplay to helicopters.
- Reworks the Arti so that it works like an actual IRL AA platform, instead of a glorified rocket slinger.


Possible Negatives of the suggestion:
Negatives for 1:
- None

Negatives for 2:
- Helicopters are actually counterable by Arti's
- Air may become as unfun as ground


Based on the Positives & Negatives, why should this suggestion be accepted:
Regarding 1:
This has been LTCOL Alpha, and a few other 17th's request for a while, I have driven the tank, it is kind of bad, not very much usefulness in combat due to it being 10k HP, squishy for it's class, these changes just make it useable.

Regarding 2: (cope inc.)
To preface a bit, just want to say that, a good heli pilot, and a good arti gunner will make the biggest difference, however, some things I've noticed are:
When you are a good pilot, flying a heli, nothing shy of another good pilot, and/or 3+ Stingers pointed are you. I have seen this happened, I have been in the stinger-side of things, good pilots will dodge most of them.

If we consider tanks, however, it's the following:
Assuming you're a insane Arti player, you have to be aware that you are still a regular tank. Heli's can one shot you, but you also have the other map factors, such as KWKs, players swarming you with AT-4s, and other armoured vehicles. (and killed from skybox, where you can't see the helicopters)

All in all, ever since joining in December last year, up to now, I've noticed playing ground isn't very fun. We're supposed to be fighting infantry and armoured vehicles, whilst having 1 specialized vehicle to counter helicopters, which is made very hard when it's just Roblox-gameplay like to use.
You may survey 17th and 1stAL members, we rarely see each other in combat (as intended), we usually get spotted, called out, and by the time we see a heli @ render distance, even if SWB responds, JAF would have time to one shot us, and then be able to be in a even position to fight off SWB, I'm all up for everybody having fun, but we're in the extreme bottom end of it.

Furthermore, the helicopter's in the game seem to have most of it's IRL capabilities intact, such as Hellfire's, guided missiles, unguided, and a pretty good cannon (the Arti cannon should be like that btw, with more rpm). What does the Arti (I assume it's a sort of Tunguska) has: Two 30mm Cannons, that can fire HE rounds at over 4000 RPM, alongside a radar that provides tracking for It's 8 9M311 Surface-to-Air missiles, making them NOT heatseekers, which means that generally flares are not very effective against them.

This type of vehicle is used mostly for short range air defence, usually longer-range defence is provided by proper platforms, at this distance, 1-8km, an Arti, if undetected, would make the life of a helicopter extremely hard, if not impossible.

In conclusion, I am not asking to add all these obviously realistic and OP features, I'm just asking to find a way to make it fair for tank regiments to fight off helicopters, they are currently extremely dominant, making new player retention in armoured regiments almost impossible. Nobody wants to join a game, under the premise of RPing as tank crewman, to be forced to play on foot because you are constantly oneshot by helicopters, this is, in short, the most fair, easiest and least amount of work way to address this issue.

EDIT: Forgot to add this in; Need genuine feedback on this, from all sides. Am I asking too much, when requesting that the Arti gets some of it's IRL capabilities, like radar-track missiles and/or actual working 30mm cannons?

EDIT2: Added some changes suggested by Parker: Limited Arti ammo, would have to resupply in base like helis.
 
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LeviCN

Active member
Mar 15, 2023
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1st idea Neutral +/-
No opinion

2nd idea -Support
An arti can kill a heli perfectly fine if the driver has some intelligence to not stay in the same place and always move into new, unexpected positions. A surprise attack from an arti is simply a free kill on a heli.
To add onto my first reply, killing helis is not at all an issue on the server. Both helis and tanks can be very easily killed so there is no point in making this even more unbalanced. The issue is how vehicles survive against helis which in other suggestions, i have given a +Support to try and fix this.
 
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Alpha rest

Civil Gamers Expert
Feb 24, 2021
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Arti's being able to reliably fight helicopters, would in turn, make it impossible for helis to fly if we had 2 Artis up, considering we're allowed 4 armoured vehicles up*, we'd be able to have 2 MBT/IFVs covering the helicopter from other vehicles, or players, making it unfair.
*4 armoured combat vehicles up at the same time, unsure if it's 4 MBTs, but still you get what I mean
Read it again
 

Alpha rest

Civil Gamers Expert
Feb 24, 2021
44
8
91
Arti's being able to reliably fight helicopters, would in turn, make it impossible for helis to fly if we had 2 Artis up, considering we're allowed 4 armoured vehicles up*, we'd be able to have 2 MBT/IFVs covering the helicopter from other vehicles, or players, making it unfair.
*4 armoured combat vehicles up at the same time, unsure if it's 4 MBTs, but still you get what I mean
Ive edited it please rr read
 

KFC is LIFE

Well-known Member
Jun 18, 2022
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+Support​



I heavily agree with this, a change like this would massively improve the overall gameplay for the entire server.

As someone who has been in the 17th for nearly over an entire year, I feel it is safe to state that an update like this is something which is heavily needed. People don't understand just how difficult it is to counter a helicopter with an AA Arti.

My personal way of describing the difference is comparing the two to Keyboard and Mouse and Controller.

It's a 3d stick and a 2d flat surface. The angle is completely different and although a good AA can take out a bad pilot here or there, it is so easy to dodge an ARTI.

The ARTI really is defenceless against helicopters, if put in a one and one scenario it will lose; irregardless of how good the operator is because of the actual difference between "Helicopter" and "ARTI"

I honestly hope people whom don't understand, actually go out and join a Regiment to experience it. I'm in both SWB and 17th. I am on both sides of the coin here
 

'Kaz'

Active member
Jul 30, 2022
155
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Suggestion Partially Accepted


Hi @Toni , Your suggestion has been partially accepted.
NL and SL will be going over vehicles soon and may take some ideas from this suggestion however proximity arti shots is an absolute no.
Thank you for taking the time to make a suggestion​
 
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