VOTE - tanks get ranged IMPLEMENTED
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VOTE - tanks get ranged IMPLEMENTED
I have received a few yuggestion about tanks that they should have range 2.
Also eg. Sniper too.
So the 1km-3km ranges.
Please post here telling me your opinion about tanks having range.
My idea was to have no range below 6km range irl, but we can vote on it.
The main objective is to have a good strategic game, so please consider this before voting.
Also eg. Sniper too.
So the 1km-3km ranges.
Please post here telling me your opinion about tanks having range.
My idea was to have no range below 6km range irl, but we can vote on it.
The main objective is to have a good strategic game, so please consider this before voting.
Re: tanks get ranged
I think some tanks should have range for sure.
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Re: VOTE - tanks get ranged
I think it's good if only artillery got range, so no tanks, this is caused due to the fact that you wouldn't be able to form a proper line of defense otherwise. I think that there should be like two ranged infantry units, e.g. mortar and sniper, in order to get up a better balancing and give the infantry a stronger role, 'cause I got a feeling that vehicles are far more superior to infantry at the moment and the inf. isn't balanced and plays just a minor role.
Re: VOTE - tanks get ranged
It's Ok as long there are more ways to deal it.
Re: VOTE - tanks get ranged
Sure, i'm up till 3 range on the tank destroyers too!
But for me... 1 tile = 1km, sounds better to compare like this...
But for me... 1 tile = 1km, sounds better to compare like this...
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Re: VOTE - tanks get ranged
no it ust not be linear (1tile=1kn, 30tile = 30km) because a 27000 ranged naval turret must not shoot to 27 tiles, so it must be nonlinear.DoomsdayDragonfire wrote:Sure, i'm up till 3 range on the tank destroyers too!
But for me... 1 tile = 1km, sounds better to compare like this...
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Re: VOTE - tanks get ranged
This would be a good idea, but we need a cheaper unit like the anti tank gun that also has range. Maybe not strong enough to destroy it by itself but still a fast response to a threat.
Re: VOTE - tanks get ranged
I agree with the others two tiles seems better with a anti tank weapon able to match it. Not in power that would seem a bit unbalanced but able to pose some resistance
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Re: VOTE - tanks get ranged
If your planning on implementing a dedicated artillery unit then I would avoid making the tank a ranged unit but instead make it a heavy melee unit.
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Re: VOTE - tanks get ranged
so here were ideas on
a) only artillery/ships ranged (current in game)
b) anti tanks range 2, tanks range 1 artillery/ships range more
please more of you make your suggestions
a) only artillery/ships ranged (current in game)
b) anti tanks range 2, tanks range 1 artillery/ships range more
please more of you make your suggestions
- Puss_in_Boots
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Re: VOTE - tanks get ranged
Any tank with at least 2500 m range in real life should get an increase range, like Tiger I for example, which only succed because of its extraordinary range. It was a bad brawler and in most cases kept their distance from Soviet and Allied tanks. In the battle of Kursk T-34s were dug in to defeat the tiger's long range guns.
OLÉ
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Re: VOTE - tanks get ranged
Upon looking at fact sheet, I realized the bt-7 had 2500m range. Perhaps we should go with anything higher than 2500.
Tank destroyers will get first strike ability to defeat close range tanks. Like Samuelch suggested with AT cannons.
Tank destroyers will get first strike ability to defeat close range tanks. Like Samuelch suggested with AT cannons.
OLÉ
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Re: VOTE - tanks get ranged
ok, i places as new votable option
so here were ideas on
a) only artillery/ships ranged (current in game)
b) anti tanks range 2, tanks range 1, artillery/ships range more
c) tanks over 2500 range get range 2, under gets range 1, artillery/ships range more
(the anti tank gun first strike sounds good not part of this vote, but i think it can be in as we have first strike option - we dont have yet as i remember)
is there any other idea for voting option?
so here were ideas on
a) only artillery/ships ranged (current in game)
b) anti tanks range 2, tanks range 1, artillery/ships range more
c) tanks over 2500 range get range 2, under gets range 1, artillery/ships range more
(the anti tank gun first strike sounds good not part of this vote, but i think it can be in as we have first strike option - we dont have yet as i remember)
is there any other idea for voting option?
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Re: VOTE - tanks get ranged
I think only artillery and ships should have ranged attacks.Daniel (the dev) wrote:ok, i places as new votable option
so here were ideas on
a) only artillery/ships ranged (current in game)
b) anti tanks range 2, tanks range 1, artillery/ships range more
c) tanks over 2500 range get range 2, under gets range 1, artillery/ships range more
(the anti tank gun first strike sounds good not part of this vote, but i think it can be in as we have first strike option - we dont have yet as i remember)
is there any other idea for voting option?
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Re: VOTE - tanks get ranged
a) yes
b) yes but some at weapons can shoot very far. Some can be range 3
c) range 2 tanks are ok.
b) yes but some at weapons can shoot very far. Some can be range 3
c) range 2 tanks are ok.
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Re: VOTE - tanks get ranged
Tanks will become too op if they get a ranged attack. Lets just not do that if you want to keep the game balanced.
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Re: VOTE - tanks get ranged
Ok. How about assault guns like Stug III? Can get range 2 maybe.
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Re: VOTE - tanks get ranged
I dont think they should.samuelch wrote:Ok. How about assault guns like Stug III? Can get range 2 maybe.
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- LordOfAles
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Re: VOTE - tanks get ranged
i choose b, mark this as answered or closed?
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- Puss_in_Boots
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Re: VOTE - tanks get ranged
I am probably too late but..
Tanks should usually beat Infantry
Infantry should usually beat AT guns
AT guns should sometimes beat tanks (or at least have a chance against them and be much cheaper than them)
Like rocks papers scissors.
AT guns should have camouflage ability to some extent
Infantry can survive against tanks at range to some extent if they are dug in. Unless the tank has a strong HE gun to negate the effect of being dug in.
Perhaps 500metres per square would be an interesting variation:
SMG Infantry: range 1 (3 shots per turn), no effect on tanks obviously.
Rifle Infantry: range 2, no effect on tanks.
PIAT/Bazooka/Panzershreck infantry: (late game) range 1, no effect on infantry. Pretty useless unless in an urban environment or maybe forest. Then a cheap deadly option to tanks who dare to go there (can hide?).
Mortar Infantry: range 3, no effect on tanks.
HMG: range 2, (3 shots per turn) very effective against infantry
Tank: HMG range 2 + Main gun range 5...but main gun should be much more effective at closer ranges against other tanks, less so at longer ranges.
AT guns: range 5 (no effect on infantry)
Artillery: range can vary depending on type/size, maybe 8 up to much higher...for some long range models really only limited by lack of forward observer or accuracy at very long ranges...maybe they could be able to take pot shots into the fog of war (not particularly effective, but adds a little jeopardy)
Tanks should usually beat Infantry
Infantry should usually beat AT guns
AT guns should sometimes beat tanks (or at least have a chance against them and be much cheaper than them)
Like rocks papers scissors.
AT guns should have camouflage ability to some extent
Infantry can survive against tanks at range to some extent if they are dug in. Unless the tank has a strong HE gun to negate the effect of being dug in.
Perhaps 500metres per square would be an interesting variation:
SMG Infantry: range 1 (3 shots per turn), no effect on tanks obviously.
Rifle Infantry: range 2, no effect on tanks.
PIAT/Bazooka/Panzershreck infantry: (late game) range 1, no effect on infantry. Pretty useless unless in an urban environment or maybe forest. Then a cheap deadly option to tanks who dare to go there (can hide?).
Mortar Infantry: range 3, no effect on tanks.
HMG: range 2, (3 shots per turn) very effective against infantry
Tank: HMG range 2 + Main gun range 5...but main gun should be much more effective at closer ranges against other tanks, less so at longer ranges.
AT guns: range 5 (no effect on infantry)
Artillery: range can vary depending on type/size, maybe 8 up to much higher...for some long range models really only limited by lack of forward observer or accuracy at very long ranges...maybe they could be able to take pot shots into the fog of war (not particularly effective, but adds a little jeopardy)
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Re: VOTE - tanks get ranged
This might work with infantry able to move 1 or 2 spaces (perhaps 2 spaces at the expense of not taking a shot for the turn...Ie;sprinting<cannot be done on consecutive turns>) per turn
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