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KarlHeizMARX's avatar
KarlHeizMARX
Newcomer
4 months ago

Maybe we can make a RPG7 variant with PG-7VR warhead using RPG assets.

Hello there, Battlefield developers! I've noticed a recurring phenomenon among new players in Battlefield 6 regarding the anti-tank weapons available to them. Many new players tend to attack the front armor of tanks while under fire, but the only direct-fire anti-tank weapon currently in the game is the RPG7 equipped with the PG-7V warhead. Although this is a great weapon, it seems that many new players haven't grasped its essentials—“at least not by attacking the tank's tough front armor while facing its dark muzzle.”

I understand that creating a new direct-fire anti-tank weapon is quite troublesome and not easily achievable in the short term. However, I have an idea: why not create a new model for the RPG7 launcher that is pre-loaded with the PG-7VR tandem warhead?

Compared to the PG-7V, the PG-7VR should have stronger armor-piercing capabilities rather than just increasing damage: for example, attacks on the tank's engine and top should both deal the same critical hit damage, in which case the damage of the 7VR and 7V should be about the same. When attacking the tank's side armor, the 7VR has a stronger armor-piercing ability: that is, the 7VR only needs one shot to damage the tank's side skirts and gain a 30% damage bonus (if the angle is right, it can even break the tank's tracks). Although the 7VR still can't get a critical hit just by attacking the front of the tank, it can get a 70% front damage bonus compared to the 7V.

In reality, tandem warheads have two warheads: the primary warhead and the secondary main charge warhead HEAT. However, considering that the secondary main charge warhead's critical hit damage, after the primary tandem warhead has destroyed the tank's skirts, can already be dealt by a single 7V to take out 90% of the tank's health in the current Battlefield 6 mechanism, this real-world armor-piercing method is not suitable for the current game. The game could make it into two warheads (the original 7V can only destroy a wall and take down an infantryman, while the secondary warhead of the 7VR can continue to fly along the trajectory already exploded by the primary warhead, providing partial damage to buildings or infantry along the trajectory). The primary warhead has the same damage value as the 7V, while the secondary one only provides partial damage bonuses (the 30% side armor and 70% front armor bonuses mentioned above can be judged by the secondary warhead). And when the primary warhead deals a critical hit, the secondary warhead is destroyed by the explosion. This means that when attacking the tank's rear engine and top with the 7VR, the damage value is exactly the same as that of the 7V, and there will be no situation where the secondary warhead takes out all the remaining health of the tank. But considering that the two warheads may cause judgment issues or bugs due to physical parameters, it is entirely possible to abandon the two-warhead setting and use only one warhead to achieve the penetration effect.

From my observations in the game, there is a model of the tank driver in the driver's seat of the tank, but I have not experimented with whether there is a solid collision or compression judgment. Perhaps players could hit the tank driver at more difficult angles and distances, causing him to lose control of the tank. And this situation will definitely cause the tank to break its tracks and become paralyzed. If an engineer wants to seize control of the tank at this time, he needs to survive for tens of seconds while the tank's tracks are broken and out of action in order to repair the tracks and drive away with the seized tank.Next is the balance. In reality, the 7VR is so heavy that it shifts the center of gravity forward, so it can be made that players standing and aiming will experience significant shaking, and they need to crouch or lie down to stabilize the launcher. Quick movement, sliding, or parachuting will result in severe aiming penalties (which almost makes it very difficult to jump out of an aircraft cockpit and use the 7VR warhead to attack other aircraft). The real 7VR already has serious ballistic drop and low muzzle velocity. According to my simulation: the best accurate range of the 7VR in Battlefield 6 should be 40 meters, the effective combat range should not exceed 80 meters, and the maximum visual combat range (the range that the scope can still aim at) should not exceed 120 meters. If you want to attack targets farther away, it's up to luck, and the low muzzle velocity of the 7VR will make it very difficult to attack moving targets at 80 meters. Although the effective impact angle of the 7VR in reality is not low, considering balance and the low muzzle velocity and high weight (low horizontal vector and high vertical vector) mentioned above, the ricochet angle of the 7VR should also be increased to more than 20°. The loading speed of the 7VR must be less than that of the 7V. Regarding ammunition, considering that the 7VR poses a greater threat to vehicles than the 7V, an initial load of 1 to 2 rounds is sufficient. Because when an engineer replenishes 3 rounds of 7VR and all of them hit without ricocheting, it is entirely possible to destroy a tank without reinforced armor or emergency repair just from the front, so the maximum load should not exceed 3 rounds. And the 7VR I'm describing now reminds me of the PIAT in Battlefield V, but the PIAT is purely high-damage without armor-piercing effects and has a large drop, which is why I rarely see new players using it in Battlefield V.

In summary, the 7VR has a lot of penalties for long-range firing, but its armor-piercing effect allows even new players who are using an RPG launcher for the first time to pose a threat to vehicles (even just driving them away can relieve new players of vehicle threats for a while). But I've noticed that many new players like to stand in the middle of the road and attack tanks under great risk and fire suppression, so I strongly suggest that the introduction to the 7VR warhead clearly states that the 7VR warhead needs to crouch to eliminate the shaking penalty and stabilize the aim. Also, the RPG launcher shared by the 7VR and 7V means that their skins can also be shared, and it is even possible to use existing materials to create the OL-7V, TBG-7V, and OG-7 warheads (the high-explosive warhead has a wider splash and lower damage).

That's my idea for adding the PG-7VR tandem warhead to the existing RPG launcher materials in Battlefield 6. Of course, the specific values are up to the developers to decide. If the esteemed Battlefield development team could adopt my suggestion, I would be extremely grateful. If my idea is unfortunately not selected this time, I will not be discouraged, and I will not hesitate to offer my better ideas and suggestions in the future.

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