Fix for grey zone campers

no sometimes the only half viable cover a tank can get is in the grey zone, not bcause of it being the grey zone, but bcause the the edge of the other team’s battlezone is not far enough back. expanding the battlezone for both teams is better than punishing a tank for being in its side’s battlezone

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I agree that opening up the battle zones would be the best option. It would allow for more strategic maneuvering by infantry, and it would make it harder for tanks to camp. I don’t have anything against the tanks sitting back, especially in an “urban” environment. That’s main military doctrine even to this day. It’s just that the gray area is too close to the battlefield, making it nearly impossible for anybody to even have a chance at taking out armor.

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and if they did that, they could make entire town sectors into cap points

Just let me be able to run up to them without dying from a pain field, I will take care of the rest.

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You should be able to go anywhere and do anything youre capable of.
Having the enemy protected by god is just rediculous.
People went behind enemy line in real life without being smoted by god.
If your down a squad because one is sneaking up on the enemy, thats not cheating , Its a tactic\risk.

ok since we want more realism can we lower the movement speed, and remove half of the perks?

I’m just gonna drop this here king.

"Sure, you can always bomb these said Tankers, but most often then not, the bombs used to destroy their tanks either miss or don’t outright eliminate the tank. This proposition from me will attempt to kill two birds with one stone - a proposition to help remove suicide bombing and gray zone tankers.

I would change it so that the game would tell the tanker that they are in a position that is unfair, and for any kill within this position, the amount they earn is cut by 75% until they get out of the gray zone.

Additionally, if a tanker is near surrounding team mates, they will receive 10 points per team mate kill for Supporting the team. Also, there will be a distance range to an objective, and if a tanker is within a 30-40m range of the objective, they also receive an additional 25% points per kill on top of the flat 100% per kill. This percentage changes to 50% if the tank is within a 15-30m range of the objective.

For defending sides, the ranges are more relaxed and extended to a 25-35m for +25% and 36-50m for +50% experience gain on top of the flat 100% from a kill. Any side can benefit from this as tankers would push with infantry a little more now, and with the incentive to get points from team mates killing around your tank, I should not have to delve deeper on why this would be a good idea to add.

As well as the Tanker getting experience for kills near their tank, the same can be said for the Infantry player who kills near a friendly tank as well. On top of your flat 100% from a normal kill (add whatever else after if it was a long range kill/etc), you will also get an additional 25% added for “Protecting” the tank. This additional effect only procs if a player is within a 3-6m distance to the tank."

I agree with you that there are problems/abuses with the gray zone.
The problem is a little more complex than this, as I believe that the gray zone was created to counteract spawn camping.
But this has resulted in some taking advantage of this gray zone, for example camping using tanks, like gray zone as a protective blanket against infantry attacks.

I think we have to find a unified way to solve/minimize all problems, otherwise we will be solving one problem at the expense of creating others