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Anti-Tank-Kille's avatar
4 years ago

Lack of Tank Defensive Capabilities

Hello forum, long time no chat!

A little bit of background on myself, I've been an active battlefield player since BF1942, and generally focused on (when it existed) Engineer type game play or of course, tanks. I played competitively in a bunch of LAN's back when BF2 was still hot off the presses for and ol CAV clan (and I had to switch me name :c), and switched back to being your casual but irritating tanker throughout the other installments. 

So this brings us to the current game, I've only been playing 2042 for about maybe 2 weeks now, gotten use to the quirks of the vehicles and how they handle, learning the maps, and best places to try and deny my enemies to help the team out. All n all tank game play has been fairly decent, they have a good feel to them and have distinct things they are weak at, which they should. But this is more so about the defensive capability, or rather lack there of, of both the M1A5 and the T28 (COUGH T14)

Holes in the armor:

Not literally of course, but as a tanker there are several things which stood out to me and will hopefully be addressed. And of course I'll go into detail and even give examples of things I've experienced.

Like other BF games these would be choices you make that best fit your play style, environment and what you see as the most active threat.

Active protective system -

With the ability for players to spam AT weapons while keeping 90% of their kit intact makes the lack of some sort of mitigation system feels pretty bad, while leaving you with few options. This one doesn't just apply to tanks, but other vehicles as well and makes it more of a chore to pull something from the spawn menu, kill someones squad mate, then suddenly have 3 other people spawn with rocket launchers, EMP's etc with little resource investment compared to the wait time of a vehicle respawn timer.

Often times you are completely overwhelmed by the power projection of squad spawning. With the combination of your main guns reload time, the shell type you happen to have, your top gunners ability and the over heating mechanics, breaking away from combat just long enough to respawn another member of a squad who brings the right tools suddenly to deal with your situation is quite possible. In combination with micro terrain, buildings, inclines, etc give plenty of cover to allow this to happen, you kill one squad member, the other 2 who just spawned also likely have rockets, and their downed mate is going to be coming back soon with fresh rockets with your name on it.

The standard coax machine gun takes quite a few hits to kill an infantrymen, a near direct hit with the standard shell which has minimum splash damage also adds to the amount of time it takes to down enemy infantry. So in cases like this, you hit the reverse key and simply go away or get swarmed.

The amount of rocket spam can get pretty wild (and this is just 1 squad in mind this isnt including all the other squads and helos and jets), an active protective system in this case would at least cut down on some of the projectiles from vengeful squad mates thrown at a tank, while giving the tanker some options besides just run and hope you dont hit a rock and get stuck.

An example would be the well known trophy system, and in this case lets say it can react to things at the front, and sides of the tank leaving the rear exposed to be punished 👿

Capacity and all that would have to be balanced of course and activation method/reload time/cooldown would obviously be a thing but for now we are talking concepts.

Also whatever that multi launching lock on rocket is, IT GOES THROUGH THE GROUND -happened to me about 2 hours ago-

Explosive Reactive Armor-

Reactive armor was in a previous BF game, it pretty much allowed a free hit from a tank shell or shoulder fired rocket and would destroy the armor panel on whichever side was hit. This option is rather iffy for a few reasons. If its locked behind a large pool of kills this could feel rather unfair for newer tankers who don't have this unlocked, but if it was standard it would grant a bit more sustainability against shoulder fired AT weapons and prolong tank fights but at the same time I feel this would hurt smaller scale encounters making the fight very unfair for infantry players who happen to get caught out without a bunch of people around them, so probably not a great option. Tanks are supposed to be scary, not invincible.

I''ve changed my stance on ERA after talking with a few folks! With the added power projection, and constant threats from all elements, and with some of the very close quarter designs of some maps (looking at you Manifest) the need to be able to mitigate some damage from projectiles in the form of rockets (and even that weird sniper rifle) are needed, vehicles can not play most capture points because they are stuck within close quarters which is their bane, and being able to peek, fire and duck behind cover again prevents most retaliation. If ERA is standard across all heavy armored vehicles and not locked behind a kill pool I feel this would be healthy for tanks in general while also giving them a way to soak some damage, leave the tracks vulnerable and you have options to make plays against this.

Smokes breaking locks from shoulder fired weapons and aircraft-

This one really struck me as odd, the lack of a lock-on countermeasure up until -I'm assuming since I haven't unlocked it yet- the thermal smoke? Which is locked behind a decently large kill pool being the last utility unlock. This one by far is the most frustrating, Having a jet or helo be able to kill you in one pass without being able to do anything in response besides listen to the "incoming missile" sound and wait to explode. In a setting of over exaggerated electronic warfare why do air assets get to keep their flare systems while ground vehicles have no form of mitigation? Previously -if I remember right- in other games smoke screens were capable of breaking locks from weapons allowing for a chance to either escape or try and fight back if an opportunity presented itself, but currently you get tagged with a barrage of rockets with no way to counter or mitigate the damage. Let it be in the form of active jamming or smoke which isnt locked so deeply behind a kill pool but having no chance to even explore options to deal with a situation is simply not fun. Like all the other countermeasures put a cooldown on it etc.

My experience pretty much boils down to: Spawn tank, roll about 50 feet, get a weapons lock alert from a jet or helo and have nowhere to hide.

EMP/Hacking mitigation-

I will be the first to say I am not a fan of not being able to shoot especially when it seems this skill is on a pretty spammable cooldown, a better way to approach this would probably be slower turret turning, reduced reload speed, decreased engine performance or all, but not being able to shoot while someone can then just simply walk up and throw explosives on your vehicle seems pretty cheesy.

But as for a choice in mitigation, hardened electronics, this would probably be a choice between say an active protection system and electronic protection, some things might be reduced still, like minimap being scrambled or unable to call out or spot, but this one is pretty open ended and simple.

These are all that I could currently think of at 5am. Feedback and suggestions welcomed, again these are just concepts and ideas.

Also 3 tank shells for a transport helo kill..... really......really.......

44 Replies

  • BOOMBABY-jd's avatar
    BOOMBABY-jd
    New Traveler
    4 years ago
    @Anti-Tank-Killer Totally agree with your statement. And lets not talk about the drones that are impossible to spot or shoot if spotted due to their random flightpath which i cant comprehend as when u fly one the flight path is quite fluid but thats not how it looks like when viewed.

    Turret speed is also an issue acquiring target which is not in your line of sight but behind you for exemple will give more time to the enemy to shoot hide and shoot before you can even aim at the enemy.

    Now since pushing with the tank is a non option in most cases.
    That would mean that standing back is the best option to support the infantries push.
    But the size of the maps are so much bigger now that the zoom on the tank is pretty much useless if you are standing back.
    They should add another zoom on top of the existing one if they want us to stand back.

    So at the moment you cant enter a flag without been rkted by everything single thing and you cant stand back much as you cant really see whats happening on the flag.

    Its quite sad as the tank could be quite fun to play but not in this state.
    If you are in range of drone you are gonna get striked by it.
    If you push further in you are gonna striked by the infantry.
    If you stand back away from all the danger you cant do much besides hit markers and may be shoot an heli that was not aware of your position.

  • I use the MAV consistently, and everytime I get anywhere near an objective its 5 instant m5s or an instant c5 droned 

    Seriously need some sort of counter, none of the guns can accurately hit the drone, and as a spawn vehicle nobody stays in the spotter seat

  • UP_Hawxxeye's avatar
    UP_Hawxxeye
    Legend
    4 years ago

    Considering how good some light vehicles were doing before they got nerfed...

    I think the problem with the armored vehicles is how slow and clumsy they are compared to BF3/4 armored vehicles.

    The armored vehicles need:

    Faster max speed

    Faster acceleration

    Faster turret turn

    Better turret angles, I do not care if the cannon clips into the body.

    PS: The MBTs also need better blast damage across the board

  • @UP_Hawxxeye It needs those thing plus a reliable defense package. Currently there is little reason for infantry to not carry some form of explosive, being C5, the M5, the anti-mat rifle (which still should not damage heavy armor). This does not even scratch the amount of things that currently damage a tank. A nightbird, which I need to emphasize, is a "transport" role scout helicopter. But this also has access to a lock on ATGM. The Condor/ Super hind, both transports, have cannons, and take 4 hits from a tank shell to bring down (what transport is going to sit still for 20 seconds? 4x shells 5second reload). The amount of things heavy armor have to compete with vs not only their shortcomings but the overall under-tuned design just makes it hard for anyone to try and refute that something needs to change.

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