Half-track vehicles / transporter required

Fighting the M13 in general has its unique challenges. Primarily the fact that since it uses 12.7mm (50 cal) rounds rather than actual cannon or autocannon ammo, the ammo racks don’t “blow up” when critically damaged like all the other tanks.

That’s why no matter what you hit it with, you don’t get that instant explosion like you do with so many others.

The explosive pack ignores so much armor to and critically damages ammo racks on other tanks which is ridiculous as its not a shaped charge, like AT weapons are.

This is notable by the fact that it still kills infantry in a fairly wide radius when detonating near them. In comparison, AT Launchers are a shaped charge which is specifically designed and balanced to punch through armor to damage and destroy components in a narrow cone. Which is why AT launchers have such issue killing infantry, even upon a direct hit.

My point is, that it is gamebreaking having a grenade that is as effective as the explosive packs are against both infantry AND tanks. With the current model and function as a decent range grenade, the best solution for balance would be to remove much of its armor penetration and make it only capable of disabling tanks, rather than destroying them. Which in turn will force the crew members out for you to kill, and ultimately destroy the tank. Right now the TTK with its usage is far too low.

I’m not saying take out EVERY unbreakable object, just the ones that shouldn’t be. There are some maps with sections of unbreakable wooden fence, unbreakable small trees, 2x4s sticking out of a rubble pile that can catch your tank and stop it from moving, despite tanks being able to break down many large trees.

Which is irrelevant to the topic. Please stop spamming your irrelevant idea everywhere. This topic is about half track, you said explosive packs is a major issue to halftrack, but it turns out it is not the case. You are just using this topic to spam your idea.

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No, it still relates back to the halftrack.
The issue that I am trying to point out is that with the current way that the explosive pack works and ignores armor, it would make the carrier type vehicle completely worthless right out the gate.
This is because despite the fact of it having armor, which is supposed to protect not just against bullets but from blasts and fragmentation, a nearby explosive pack would still likely kill all of the occupants, even if it didn’t land in the back.

Which ANY other type of grenade would need to do in order to hurt those troops.

So my OVERALL point is that the transport vehicles have potential, but for them to even have a chance to make that potential a reality and possible gamechanger, explosive packs would need to be adjusted.

Lol did you really use explosive pack against m13 before? Unless it is very close or it will not do much to it.
If you have basic awareness it is very easy to evade the explosive pack because of the high speed of the halftrack.

Now when I think about it, what if APCs would have an option to replenish troops?
Like in CoH. Get your wounded squad near an APC, interact and spawn missing soldiers.

Could be interesting.
And possibly exploitable. I can already think of one very nasty scenario.

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In CoH, If you replenish your squad this way at the wrong time and your squad keeps taking casualties, you’ll waste a lot of scores.

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I know what you mean and I like the idea.

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Of course. I don’t argue points on the forum unless its something I’ve tested myself. When fighting against the m13, I always try to use the gunner position as a backboard of sorts, so my grenade lands in between the reserve ammo right behind the driver and co-driver positions.

However, as you said it moves a lot. It is not uncommon for the explosive pack to land outside of or bounce out of the vehicle. Its not uncommon for the blast to go off outside the doors of the driver and co-driver, at least a couple meters away, but still kill them. From the angle that it detonates and where they are sitting, the fragmentation should have had no possible effect. Yet the blast seems to pass right through thin armor and kill the occupants inside.

That is the exact issue that I foresee with this transport unit. Explosive packs landing outside of them, yet still killing the occupants inside.

Bruh, don’t exaggerate the damage range of explosive pack. You need to be very close like 2.5 meter to kill at least 1 crew member. Very often in Pacific that if you throw a explosive pack on a M13 and you didn’t cook it long enough, the M13 can just run away easily.

If you really use it as transport unit, you should be constantly moving. Unless you are just using it as a mobile mg, or else explosive pack shouldn’t be a problem. You have chance to use explosive pack on m13 mainly because it is just shooting while stationary. Try to use explosive pack on a mobile m13?

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as ya girl hinted along time ago ( :point_right: Suggestion for a Rider's Class Rework - Concept idea :point_left: )

yes to resupply and replanish health.

but for no reason should become a clown clone car.
that can somehow bring back to life soldiers.

we should avoid such arcady and unrealistic things.

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logistics are the future

( something that someone failed to realize. but yeah, keep pushing inland. )

btw, proud to show my own custom truck:

( with a custom made halftrack in the background… yeah… ugly and frankestain, but it works )

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Not resurrect but deploy replacements for fallen soldiers.
Perfectly reasonable with no magic involved.

image
We are talking about enlisted here.
If we are about to argue about unrealistic things, first of all we should adres carrying capacity and paratroopers that are in 100% magical flying unicorns vomiting rainbows.

still. i dislike the idea of making the halftrack just another rally point 2.0

it’s… interesting. but unoriginal. and just ends up being misued or poorly managed ( like medics. )

let alone the balancing nightmare of at what range they can poop soldiers and what not.

yeah, we shouldn’t contribute further.

not sure…i follow

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I think it should replace it. Rally point is extremely impactful to the game.
Making halftracks the only kind of rally points would benefit tanks etc.

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that’s actually a good and interesting idea!

wished to make this in mods… but mods are limiting, and rally points do not stick with vehicles :confused:

could work through entities, but i dont know… and entities do not work in multiplayer…

but still, a good idea.

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It’s not a rally point 2.0
Rally points don’t reinforce damaged squads.

If this is rally point 2.0 than your idea of medical halftracks is a medbox 2.0 and so on.

0.5 years ago I would have agreed.
But at this point there is not really a way back imo. If devs haven’t cared for 2y, they won’t now.

There is nothing to follow.
Reinforcing a squad while arcade, at least has some realistic background to support it.
Meanwhile paras are complete BS in every way possible. Maybe except the crate idea, I really like this one (shame it’s not pushed further).

Imo, no chance.
A crowd with pitchforks and torches will gather around you shouting about walking simulator and stuff.

Yeah, it wouldn’t work for current sandbox. But for more realistic game mode with bigger maps…

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well, yeah because they don’t bring unbalances such as a mobile rally point.

i mean, luckely we don’t have pink camo, female soldiers everywhere to a point of becoming bfv, assault weapons from the future ( yet )

okey beating them for questionable behavior, but i’m sure they have standards (ish )

i don’t share the same opinion i’m afraid.

paras are ok. they just need further distance of spawning.

( even though, a bit off putting people dropping on a point like nothing. but eh )