11-16-2015, 07:36 PM
Above is excellent analysis by Alwarren, and I am guilty as charged to some mentioned issues.
Example from last two coop nights missions. In Watchmens tank mission co-operation between gunner-driver was excellent (thanks again Manuel), and we had tons of fun. However, extra slot as commander would have really helped. Gunner can focus/zoon on one spot at a time and he is blind to threats from side sectors, while commander is able to constantly scan for other threats and prioritize targets.
Another example is the BTR-70 mission of doom where SPhoenix was driver and I was gunner. I had huge difficulties in estimating dimensions of vehicle and getting it properly aligned to hull down position. This wasn't Sphoenix's fault, it was my fault as I wasn't able to direct and communicate my intention clearly. Limitations like this are part of the challenge and fun, but it really takes a lot of practice.
Smoke screen can also be triggered by gunner/driver in some RHS vehicles, and it is vastly underused asset. I am not sure how it is implemented in game, but it should at least block LOS for RPG gunners. Some types of smokes are also somewhat effective against Thermal targeting (Javs, Titans, Metis), but my hunch is it isn't implemented in Arma.
I personally think non-guided AT-rockets under AI are tad too overpower. AI never has battle stress, estimate distance wrong, and it rarely misses even a moving target at extremely long range. Hitting a moving tank with light non-guided rpg is quite difficult at best, and even with a hit kill probability isn't 100%. I understand AI coding is a form of witchcraft on its own, but I would prefer misses now and then.
For curiosity, below is RL example how not to use tanks:
https://en.wikipedia.org/wiki/Battle_of_...80%9395%29
Example from last two coop nights missions. In Watchmens tank mission co-operation between gunner-driver was excellent (thanks again Manuel), and we had tons of fun. However, extra slot as commander would have really helped. Gunner can focus/zoon on one spot at a time and he is blind to threats from side sectors, while commander is able to constantly scan for other threats and prioritize targets.
Another example is the BTR-70 mission of doom where SPhoenix was driver and I was gunner. I had huge difficulties in estimating dimensions of vehicle and getting it properly aligned to hull down position. This wasn't Sphoenix's fault, it was my fault as I wasn't able to direct and communicate my intention clearly. Limitations like this are part of the challenge and fun, but it really takes a lot of practice.
Smoke screen can also be triggered by gunner/driver in some RHS vehicles, and it is vastly underused asset. I am not sure how it is implemented in game, but it should at least block LOS for RPG gunners. Some types of smokes are also somewhat effective against Thermal targeting (Javs, Titans, Metis), but my hunch is it isn't implemented in Arma.
I personally think non-guided AT-rockets under AI are tad too overpower. AI never has battle stress, estimate distance wrong, and it rarely misses even a moving target at extremely long range. Hitting a moving tank with light non-guided rpg is quite difficult at best, and even with a hit kill probability isn't 100%. I understand AI coding is a form of witchcraft on its own, but I would prefer misses now and then.
For curiosity, below is RL example how not to use tanks:
https://en.wikipedia.org/wiki/Battle_of_...80%9395%29