Half-track vehicles / transporter required

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 )

Then we have a completelly different idea on how such APCs would work.

In my mind spawn APCs would be rally points 2.0 with maybe some gimmic like no ā€œtoo close to theā€¦ā€ limits (guess from where I got the idea). In exchange they would be highly visible, can’t be hidden and have to travel from the vehicle spawn.

I don’t see how this is unbalanced.

And thank God for that.

I don’t get how can you consider current paras ā€œokā€ while APC deploying soldiers is ā€œunrealisticā€.
It’s contradictory data that I’m unable to comprehend.

List of small and big things that make paras a magic
  • plane teleports 30-50m away from droppoint (biggest BS imo)
  • plane is not considered a target (no marker)
  • paras drop into active fight
  • paras drop with heavy weapons
  • shit ton of smaller stuff that would make paras unplayable (skipping most of them is necessary due to gameplay though)
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If they add the APC, people should not be able to spawn on it if it is in combat (taking fire, in a shootout, ect. ect.)

Maybe yes, maybe no.
At this point I don’t suggest anything since DF will do some magic anyway. I won’t be surprised if APCs will get 50mm of armor or some other BS for the sake of ā€œbalanceā€ just like paras.

guess so.

i’m going more for utility rather than just end up being the same as other titles out there.

requires more explanation.

but, the fundamental idea is to have transport vehicle, or logistic ones.

that serves different purpose.

now that i think of it, would be cool to have 5 different type of halftracks and players can choose which one they want ( and no, they don’t have to unlock them all. they should come when you unlock the halftrack in general )

( one for medkits )
( one for ammo )
( one for piooners )
( one for transport and weaponized )
( one as command halftrack to deply units as a rally point )

:crossed_fingers:

paras are ok, they just need some adjustment.

it’s not like rocket artillery used like an assault tank.

that i’d consider worse. or fgs being given like candies.

THAT’S not ok.

paras are easily somewhat counterable, have limited ammo, still have to interact with the crate and they paradrop earlier if get hit.

( sorry for late answer, i was with Devenddar in the name of science to see if we could create pves. but it didn’t worked unfortunately… damn outdated customs )

One can dream.

I have to agree this is also stupid as hell.

Though imo it’s one step lower than paras. Simply because paras have almost 0 connection to the reality.
Ok, they have one: they fall downwards. And the crate. I like the crate. Did I mention I like the crate?

Like, FGs and SPGs are history bending but at least they make sense in terms of physics. Paras don’t even do that.

Shame