Feedback: the Tanks!

Feedback and debriefings from Berget 16

Rate it!

5 - Excellent
30
35%
4 - Good
24
28%
3 - Ok
15
17%
2 - Bad
9
10%
1 - Terrible
8
9%
 
Total votes: 86

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Arradin
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Feedback: the Tanks!

Post by Arradin » 30 Jun 2018, 18:50

Let us know about your thoughts about the tanks this year! Share your best stories

The feedback we request is on the rules and the system in place on how the tanks can be used, NOT about induvidual tank crew members
You can reach me directly at email: berget@arradin.com

Haxxxor
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Re: Feedback: the Tanks!

Post by Haxxxor » 30 Jun 2018, 21:03

Absolutely fantastic. seeing the reds prep for an attack on our position and being in contact with HQ about it only to hear "We are sending you the tanks" and then 5 minutes after these beasts came rolling down the hill. only a few hours into the game and our first battle for the game shortly after.

it made the platoon command role a whole different thing.

with limited ammounts of tanks it was a great idea to use the factory system to decide who has them. ofcourse things can be improved but the basic idea was great!

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Jeep_Tom
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Re: Feedback: the Tanks!

Post by Jeep_Tom » 30 Jun 2018, 22:34

If you think the tanks are bad, please tell more about what is bad? Then it is easier to make things better..

From our tank crew perspective the biggest problem was people not respecting the tanks and keeping distance from them. Some guys ran to the tank trying to shot the driver in the head. And some people was laying among the bushes in the road trying to get good film/footage when we come driving. Please keep distance and respect the tanks.

All tank personal is present or ex military tank personal, and non of the tank crew want to run over a dumb player doing dump shit for god footage.

The new mine-Sweeper tank idea was good. And it was good it can only clear a limited amount of mine blocks, it makes it more necessary for commanders/crew to plan more when to use the mine sweeper, or when to use regular engineers for disarming the mines.

:cooltank:
Last edited by Jeep_Tom on 01 Jul 2018, 00:22, edited 3 times in total.
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Arradin
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Re: Feedback: the Tanks!

Post by Arradin » 30 Jun 2018, 23:17

Keep in mind that the purpose of this feedback thread id to give feedback on the rules and mechanics of using the tanks in the game.
The purpose is NOT to give feedback on individual crew of the tanks :)
You can reach me directly at email: berget@arradin.com

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jdoe
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Re: Feedback: the Tanks!

Post by jdoe » 01 Jul 2018, 19:26

I think they bring a lot to the immersion and the tank crews are very professional. The problem lies in the safety, as stated above by Jeep_Tom. Stay well clear of the tanks and remember they may not always see you.

As for the actual effectiveness of the tanks ingame, I am not the person to comment. I just love to see them rolling along and occasionally see them "lit up" with our AT ;)
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Herr.Nilsson
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Re: Feedback: the Tanks!

Post by Herr.Nilsson » 02 Jul 2018, 15:50

Okey, here is a bit feedback, as mech crew, I do not like the tanks. The reasons are a few, the tanks create a pay to win scenario, we need to rent ATs and TOWs in order to deal with this threat. As a mech, we already pay a lot extra for adding cars to the game (gas, insurance, etc..), and need to add even more money to rent AT/TOW. The main armament on the tank is a bit to powerful, One shotting cars ect.. Finally, they pose a risk to seriously harm participants as people do not understand the dangers and how limited the visibility is from the tanks,

Solutions:

Each army should get a couple of "free" anti-tank weapons for the commander to give for special missions or defense of base.
Tanks should have either a longer reload time for the main cannon or a slight delay so a moving car would be harder to hit.
A proper briefing of the dangers of the tanks.

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Arradin
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Re: Feedback: the Tanks!

Post by Arradin » 02 Jul 2018, 16:15

Herr.Nilsson wrote:
02 Jul 2018, 15:50
Okey, here is a bit feedback, as mech crew, I do not like the tanks. The reasons are a few, the tanks create a pay to win scenario, we need to rent ATs and TOWs in order to deal with this threat. As a mech, we already pay a lot extra for adding cars to the game (gas, insurance, etc..), and need to add even more money to rent AT/TOW. The main armament on the tank is a bit to powerful, One shotting cars ect.. Finally, they pose a risk to seriously harm participants as people do not understand the dangers and how limited the visibility is from the tanks,

Solutions:

Each army should get a couple of "free" anti-tank weapons for the commander to give for special missions or defense of base.
Tanks should have either a longer reload time for the main cannon or a slight delay so a moving car would be harder to hit.
A proper briefing of the dangers of the tanks.
Thank you for your feedback!

1)Tanks are not any more pay 2 win than what mechanised is to normal infantry. I personally followed tanks around alot during the entire game, and i can say that it was very very balanced. Most of the times, tanks would maybe shoot out 3 vehicles before it was destroyed. Considering the 1:50 disadvantage, i would say its pretty balanced.

2)Tanks have longer reload time than AT4 and TOW already, AND Limited amount of ammo. The Front tank doesnt even have a cannon.

3) Both HQs recieved extra AT4's to distribute within the team ( our outside ) as they wish. Blue also got a special bavs mine that pretty much oneshot tanks.

4) There were zero reported incidents with the tanks this year. We made it very clear in the tank rules how you should behave in regards to the tanks or when you encounter them, im not sure what more we can possibly do.

The tanks are here to stay ( as long as jeeptom keep bringing them :) ), but ofcourse we want it to be as good of an expereince as it could possibly be, for all involved.
You can reach me directly at email: berget@arradin.com

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Re: Feedback: the Tanks!

Post by L4gi » 02 Jul 2018, 16:58

We got 2 AT4s in the UPIR HQ on the second day, but since I had to personally sign for them and return them to crew, I didnt feel comfortable handing it out to people I dont know. If some random dude loses it and I end up paying, its not really cool.

Thats why we mostly kept 1 in base incase enemy vehicles attack and the other was sent out to support major operations.
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Re: Feedback: the Tanks!

Post by Miksu » 02 Jul 2018, 21:43

All I can say about tanks is that its sometimes very hard to say are they on our side or the enemy side. I would suggest to add like three A4 size bright blue or red color plates on both sides and change them when the tanks change sides so it could be always easily seen which side they are at the moment. Since I am 12~ hours on the field at once I am not always aware of who holds the factories or some other things that decide who have the tanks on their ranks at the time I see them rolling in the field. I think there is blue or red flag in top of the turret, its good but since there is crew members also on the turret its sometimes hard to spot the flag color.

Who ever think tanks are overpowered is in my opinion wrong, they are huge piece of metal rolling on the street that is easy to shoot at, they can be also heard miles away when they are coming and players dismounting from the tanks is always something I am looking after since they have no any idea whats around them and when the doors open they are super easy to eliminate from the bushes nearby :mrgreen:
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Re: Feedback: the Tanks!

Post by evilrobotshane » 03 Jul 2018, 14:22

I know that visibility is significantly reduced when in a tank, and that you can hear nothing but the engine. But when you’re lightly armed and flat prone in the forest when an enemy one of those beasts rolls past, it’s still bloody scary. Excellent addition to the game!
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jdoe
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Re: Feedback: the Tanks!

Post by jdoe » 03 Jul 2018, 19:08

Arradin wrote:
02 Jul 2018, 16:15

The tanks are here to stay ( as long as jeeptom keep bringing them :) ), but ofcourse we want it to be as good of an expereince as it could possibly be, for all involved.
So regardless of the feedback, things will go as before?

I find this sentence a bit counterproductive to the whole feedback poll and discussion.
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Arradin
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Re: Feedback: the Tanks!

Post by Arradin » 03 Jul 2018, 21:22

jdoe wrote:
03 Jul 2018, 19:08
Arradin wrote:
02 Jul 2018, 16:15

The tanks are here to stay ( as long as jeeptom keep bringing them :) ), but ofcourse we want it to be as good of an expereince as it could possibly be, for all involved.
So regardless of the feedback, things will go as before?

I find this sentence a bit counterproductive to the whole feedback poll and discussion.
Ah okey, let me clarify:

Some people think the tanks are bad for the game, im saying that the tanks WILL be in Berget 17 aswell.

But what is up for feedback/Discussion is HOW the tanks work in the game. The rules, Who has them and how, what they can or are allowed to do, etc.

Hope that clarify it :)
You can reach me directly at email: berget@arradin.com

L4gi
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Re: Feedback: the Tanks!

Post by L4gi » 03 Jul 2018, 21:29

Make it so whoever owns the tank at the time can actually do more with them than just tell them to attack something. When the guy incharge of the tanks tells you "they are only for show and can only attack points", it seems to me like why even have them in the first place.
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Panzergraf
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Re: Feedback: the Tanks!

Post by Panzergraf » 03 Jul 2018, 23:09

The tanks are cool, and as an old tanker myself I appreciate seeing them rolling around.
But the implementation this year was bad, IMHO.

Last year it was better balanced. The tanks were permanently attached to UPIR, while we (NAF) had more BAVS AT4's.
This year tank ownership was switched around by some gimmicky game mechanic of who owned certain points on the map.

Next year, maybe give one tank to each team? (and only two teams please - no Merc/LARP BS)


And an idea for how to make them more fun to fight against with BAVS:
(if technically possible, that is)
Each tank has three BAVS receivers.
One on top of the turret that can be hit from all sides, with a 30% chance of actually registering the hit, like this year.
One behind the turret/rear hull, can not be hit from the front. Shots from the sides will hit this one AND the one on the top, shooter has a chance of scoring two hits for double damage.
And one receiver on the rear of the hull, that can only be hit by shots from the rear. So if you shoot a tank in the ass, you hit all three receivers, and can score up to triple damage, if the reactive armor doesn't deflect the hits.
Hit points can be adjusted so attacking a tank from the front with a simple AT4 has very little effect, but from the sides or rear the tank will be taken out in short order.
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Arradin
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Re: Feedback: the Tanks!

Post by Arradin » 03 Jul 2018, 23:13

We tried to arrange that bavs wise.
Almost guaranteed from the back, half on sides and almost nochance from the front.

Sadly, the bavs system doesnt allow for that to work. Yet.
You can reach me directly at email: berget@arradin.com

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