Symthic Forum was shut down on January 11th, 2019. You're viewing an archive of this page from 2019-01-08 at 22:59. Thank you all for your support! Please get in touch via the Curse help desk if you need any support using this archive.

Welcome to symthic forums! We would love if you'd register!
You don't have to be expert in bit baking, everyone is more than welcome to join our community.

You are not logged in.

## What is spawn rate for tanks?

Posts: 549

Date of registration
: Dec 24th 2011

Platform: PC

Battlelog:

Reputation modifier: 10

Monday, December 19th 2016, 12:20am

The ricochet system needs to go, or it at least needs major tweaking. Square-on hits to a tank should NOT ricochet off the bloody thing! It happens too frequently.

Really, it's the A7V that needs to be looked at the most. The Mark V has many, large vulnerable points that are quite easy to disable while the FT-17 has the lowest amount of health. The A7V should be the most armored tank due to its (recommended) crew size. However, with its increased health aside, it can cover every single angle while the vulnerable points are just too damn small (in comparison to the other tanks). It's difficult for one stormtrooper to take out just a single MG on the thing (when there may be up to five more weapons left from where that came from).

Personally, I wouldn't know how to quite address vehicle balance since that's not my forte, but I do think DICE could start by looking at the emergency repair system. That's just a cheap feature all-around on vehicles.

Holy War? No Thanks.

Posts: 2,836

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 16

Monday, December 19th 2016, 12:29am

That is what I am saying, the whole thing is built to have shots ricochet. Should be way more forgiving, especially since nobody knows where to best hit any tank.

And emergency repair obviously is something that should have never made it into the game in the first place. But we have it now, and it will never go, you can only tweak the values.

I do not see the teamplay value though if the driver is also the gunner, this is the root of all that A7 using. Now if gunner and driver separated then we would have teamplay for the tanks as well, as they are now, beside the landship, a one-man show.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Monday, December 19th 2016, 12:29am

@tankmayvin

Well perhaps I just get unlucky. Constantly. I do respect your opinions and trust your judgment, so in the right situations I'm sure it is possible that Assaults are properly reacting to armored vehicles with moderate coordination. I just have not personally witnessed this phenomenon on Conquest or Rush. It happens plenty in Operations due to the sheer volume and concentration of Assaults though.

@BleedingUranium

Your proposal sounds ideal. BF3 and BF4 had the Fire Extinguisher ability for both armored vehicles and aircraft while excluding a health increase. Track repairs in tanks and wing repairs in planes should not replenish any amount of health and simply restore control to the vehicle. Also, I think the other repair function may be Emergency repair but that may only apply to planes.
To Aim Assist or not to Aim Assist, that is the question.

### Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38

AccelerationInputThreshold 0.98
AccelerationMultiplier 5.0
AccelerationDamping 4.0
AccelerationTimeThreshold 0.15
SquaredAcceleration 0.0
MaxAcceleration::Vec2
x 2.0
y 2.0
YawSpeedStrength 1.0
PitchSpeedStrength 1.0
AttractDistanceFallOffs::Vec2
x 1.0
y 1.2
AttractSoftZone 0.75
AttractUserInputMultiplier 0.45
AttractUserInputMultiplier_NoZoom 0.5
AttractOwnSpeedInfluence 0.0
AttractTargetSpeedInfluence 0.85
AttractOwnRequiredMovementForMaximumAttract 0.0
AttractStartInputThreshold 0.1
AttractMoveInputCap 0.0
AttractYawStrength 1.0
AttractPitchStrength 0.34
MaxToTargetAngle 45.0
MaxToTargetXZAngle 45.0
ViewObstructedKeepTime 0.0
SnapZoomLateralSpeedLimit 1000.0
SnapZoomTime 0.2
SnapZoomPostTimeNoInput 0.2
SnapZoomPostTime 0.2
SnapZoomReticlePointPriority 999
SnapZoomAutoEngageTime 0.0
SnapZoomBreakTimeAtMaxInput 0.2
SnapZoomBreakMaxInput 0.2
SnapZoomBreakMinAngle 90.0
SnapZoomSpamGuardTime 1.2
SoldierBackupSkeletonCollisionData *nullGuid*
CheckBoneCenterOnlyDistance 40.0

### Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39

AccelerationInputThreshold 0.98
AccelerationMultiplier 5.0
AccelerationDamping 4.0
AccelerationTimeThreshold 0.15
SquaredAcceleration 0.0
MaxAcceleration::Vec2
x 2.0
y 2.0
YawSpeedStrength 1.0
PitchSpeedStrength 1.0
AttractDistanceFallOffs::Vec2
x 1.0
y 1.2
AttractSoftZone 0.0
AttractUserInputMultiplier 1.0
AttractUserInputMultiplier_NoZoom -1.0
AttractOwnSpeedInfluence 0.0
AttractTargetSpeedInfluence 0.0
AttractOwnRequiredMovementForMaximumAttract 0.0
AttractStartInputThreshold 0.0
AttractMoveInputCap 0.0
AttractYawStrength 0.0
AttractPitchStrength 0.0
MaxToTargetAngle 45.0
MaxToTargetXZAngle 45.0
ViewObstructedKeepTime 0.0
SnapZoomLateralSpeedLimit 1000.0
SnapZoomTime 0.2
SnapZoomPostTimeNoInput 0.0
SnapZoomPostTime 0.0
SnapZoomReticlePointPriority 999
SnapZoomAutoEngageTime 0.0
SnapZoomBreakTimeAtMaxInput -1.0
SnapZoomBreakMaxInput 0.2
SnapZoomBreakMinAngle 90.0
SnapZoomSpamGuardTime 0.5
SoldierBackupSkeletonCollisionData *nullGuid*
CheckBoneCenterOnlyDistance 40.0
DisableForcedTargetRecalcDistance 7.0

### Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39

 AccelerationInputThreshold 0.98
AccelerationMultiplier 5.0
AccelerationDamping 4.0
AccelerationTimeThreshold 0.15
SquaredAcceleration 0.0
MaxAcceleration::Vec2
x 2.0
y 2.0
YawSpeedStrength 1.0
PitchSpeedStrength 1.0
AttractDistanceFallOffs::Vec2
x 1.0
y 1.2
AttractSoftZone 0.75
AttractUserInputMultiplier 0.45
AttractUserInputMultiplier_NoZoom 0.5
AttractOwnSpeedInfluence 0.0
AttractTargetSpeedInfluence 0.85
AttractOwnRequiredMovementForMaximumAttract 0.0
AttractStartInputThreshold 0.1
AttractMoveInputCap 0.0
AttractYawStrength 1.0
AttractPitchStrength 0.34
MaxToTargetAngle 45.0
MaxToTargetXZAngle 45.0
ViewObstructedKeepTime 0.0
SnapZoomLateralSpeedLimit 1000.0
SnapZoomTime 0.2
SnapZoomPostTimeNoInput 0.0
SnapZoomPostTime 0.0
SnapZoomReticlePointPriority 999
SnapZoomAutoEngageTime 0.0
SnapZoomBreakTimeAtMaxInput -1.0
SnapZoomBreakMaxInput 0.2
SnapZoomBreakMinAngle 90.0
SnapZoomSpamGuardTime 0.5
SoldierBackupSkeletonCollisionData *nullGuid*
CheckBoneCenterOnlyDistance 40.0
DisableForcedTargetRecalcDistance 7.0

### My "Contributions"

Posts: 292

Date of registration
: Dec 2nd 2013

Platform: PC

Location: California

Battlelog:

Reputation modifier: 10

Monday, December 19th 2016, 1:23am

### Quoted from "tankmayvin"

The rocket gun deals basically the same sort of damage as the non-specialized AT guns (Breakthrough, arty truck). What more do you want? Half the team at any time is running around with one of them.

You shouldn't be rewarded for firing rockets in clear line of sight of the tank and then not re-positioning after that with derp-level damage.

People seem to forget they are playing a squad and team based game when it's convenient to do so.
I run Artillery Truck if I want to get things done on a shitty team getting bullied by tanks, and I can tell you straight up that it does way more than AT Rockets. A blow on an A7V from an Arty Truck will do 24-35 damage, while an AT Rocket will do anywhere from 16-22 damage

For all the trouble it takes to deploy one (finding a surface that cooperates with you, having to prone and be exposed, proning and then being forced into standing because you did so on an uneven surface), it does really shit damage. That's not counting if the server doesn't think you're "dusting" the tank or you ricochet because the tank turned as you shoot

This recent patch with the "lol your team's tank(s) died in the initial map skirmish? Now the other team gets 1-2 extra tanks and you don't get any until they're killed!" is just flat out infuriating by itself to deal with, and it exacerbates how this iteration of the series has the poorest infantry/vehicle balance I've ever played (started in BC2).

Posts: 2,015

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 14

Monday, December 19th 2016, 1:43am

### Quoted from "tankmayvin"

The rocket gun deals basically the same sort of damage as the non-specialized AT guns (Breakthrough, arty truck). What more do you want? Half the team at any time is running around with one of them.

You shouldn't be rewarded for firing rockets in clear line of sight of the tank and then not re-positioning after that with derp-level damage.

People seem to forget they are playing a squad and team based game when it's convenient to do so.
I run Artillery Truck if I want to get things done on a shitty team getting bullied by tanks, and I can tell you straight up that it does way more than AT Rockets. A blow on an A7V from an Arty Truck will do 24-35 damage, while an AT Rocket will do anywhere from 16-22 damage
For all the trouble it takes to deploy one (finding a surface that cooperates with you, having to prone and be exposed, proning and then being forced into standing because you did so on an uneven surface), it does really shit damage. That's not counting if the server doesn't think you're "dusting" the tank or you ricochet because the tank turned as you shoot
This recent patch with the "lol your team's tank(s) died in the initial map skirmish? Now the other team gets 1-2 extra tanks and you don't get any until they're killed!" is just flat out infuriating by itself to deal with, and it exacerbates how this iteration of the series has the poorest infantry/vehicle balance I've ever played (started in BC2).
You misread my post. I said that the non-specialized tank guns do similar damage as the rocket. Ie the 57 mm on the landships and the Assault/flame as well as the 37mm on the FT.

The breakthrough tank and the arty truck are specialized guns. So is the FT howitzer. You pay for that extra anti-tank firepower either in terribly anti infantry capability or with a shittier vehicle.

I've definitely been on the receiving end of this "lol, no tank 4 u!!!!" bug as well. But it has nothing to do with tank balance otherwise.

Posts: 549

Date of registration
: Dec 24th 2011

Platform: PC

Battlelog:

Reputation modifier: 10

Monday, December 19th 2016, 9:33am

Nope, ricochet is wonky as hell. It costed my team our A7V and the win on the last M-COM of Suez Rush when the enemy rolled up onto me with their own A7V. We were in close proximity, I took aim at the enemy tank's cannon, watched my shell impact directly into the enemy's cannon, seen the shell fly straight up into the air, heard the whizzing sound, and only inflicted two damage.

Speaking of the AT Rocket Gun, what constantly irritates me is that you can't deploy it on wooden fences. It makes absolutely zero sense, seeing as those fences seem to be just the perfect height to deploy the weapon. I think we need a variant of the AT Rocket Gun that has a longer tripod (like the actual thing). Instead of using the ground or a waist-high object to deploy it, this variant would be deployed on the ground in the open (either standing or crouching). It would work somewhat like the TOW/Kornet emplacements in Battlefield 3 and Battlefield 4. The advantages of this variant would be better traverse and elevation while deployed, less reliance on a piece of cover or object, better clearance of hills and rocks out in the open, and overall (hopefully) less finickiness. However, the key disadvantage would be that you'd be even more exposed (in most cases) than if you were using the current version.