DF, would it be possible to incentive tanks to stay out of the grey zone? Or implement a harsh penalty?
A tank that is 200m deep in that area is almost impossible to kill when you have another player hogging the plane that is not effective. Also, With bazookas its either you have a lot of training at 300m ( and you miss a lot before you get it) or you die in grey zone trying.
Solution: create a new class: Patrol, a reconnaissance squad that has the ability to stay longer in the grey area.
Im sure theres a sweet spot. I find alot of maps pretty shitty where the grayzone is 60 meters from cap…cant get to rallies without sacrificing to the grey god
Its just a preference thing, i like more room to manuever over being constrained
Give tanks a chance to capture points (when possible) in slow rate.
Refill shells in combat zone - not in own spawn zone.
Give infantry the ability to spawn on tanks and gain assist if they score points around it. (This infantry support could maybe make the tanker braver).
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Personally I never find any problem with grey zone camps. But I can see why people don’t like it.
the whole idea of tank vs infantry combat is to make sure infantry doesn’t get close to you. Ideally the best representation of tank combat would be tanks functioning as infantry support - always behind the main line giving support fire.
Tanks rolling into close quarters without infantry support should be the number one thing tankers need to avoid.
Now, Tanks should not be able to be “immortal” in a protected zone while still being effective in their role, some sort of grey zone is needed to prevent spawn camping, however greyzones and tank spawns need to be both protected and positioned in a way to make sure that fresh spawned tanks can’t shoot directly into the objective - or even worse directly into the enemy spawn.
There is nothing wrong with gray zone “camping”. Both sides’ gray zone is just part of their play area
Mortars and your own tanks.
Even in the gray zone tanks are not insurmountable. You can just avoid the areas where they’re attacking from, are attack the objective from different directions
This would lead to a whole host of spawnkilling issues.
Rather, the 2 part solution that I’ve talked through with others is:
Tanks only get x amount of time in the greyzone, with a VISUAL timer. In order to get more time they have to get score while within the playable zone. This will give them small amounts of time back, which they can use to re-enter the greyzone and refill on ammo.
Change Explosive packs. Essentially replace them with “sticky bombs”.
Very short throwing distance (about 1/3 of what it is now)
Make the armor penetration much less. (This means you will be much less likely to hit ammo reserves and such and insta-kill tanks. However, it will make disabling them much more possible when stuck to the right locations. The Barrel and tracks being the most vulnerable points.)
Make the fragmentation range basically non-existent, making it nearly worthless against infantry. (It would still be strong against a fortification it was slapped on.
By making this change, it removes the likelihood of tanks being easily killed by basic infantry in general. Which incentivizes them to push up and support infantry rather than sitting in back of the map.
There’s shouldn’t be a penalty just because you can’t kill someone.
Rather than punishment you should state what map and what area specifically where this occur. If the level designers agrees that it’s unfair they adjust the enemy gray zone, deform the terrain or add objects to block the line of sight.
another dum…genius which thinks that it needs only giving penalties to make it work. how about we give infantry penalty of being out of cap point so MGs and arty could roas their asses even more lol?
heroes and generals don’t have those fancy “like reolity believ me bro” things like oneshots with panzerfausts but instead had big fields where tanks could farm infatry easily. do you want something same?