Grand Theft Auto V

What if tanks performed like actual tanks?

GrandTheftAutoV7 - What if tanks performed like actual tanks?
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So I was wondering how would the game be different if tanks actually performed like real-life tanks? And to counter these tanks we had actual anti-tank weapons?

Rhino Tank – based off of a mix of the Leopard 2 MBT, Challenger 2, and M1 Abrams. Current Rhino is a cheap imitation unfortunately.

  • Price – $5.7 million
  • Armor – Should be the most durable vehicle in-game.
    • Insane explosive resistance
      • survives 3-4 tank shots or anti-tank missiles (Akula/Hunter missiles)
      • survives 16 RPGs or Lazer/Hydra missiles.
      • survives 48 buzzard/barrage rockets or vehicle mines.
    • Immune to Bullets, Explosive Autocannons, Oppressor rockets, grenades, and homing launcher missiles
    • Armor is naturally thickest in the front and thinnest on the top and rear. Lucky shots in weak-points like the exhaust, driver hatch, etc. with an RPG can destroy the tank though. Direct shots to the tracks will also disable the tank's ability to move permanently.
  • Weapons
    • 120mm Cannon
      • Extremely high damage and armor penetration – Depleted Uranium APFSDS rounds should do 5x RPG damage. 5m Blast radius
      • Utilizes High velocity shells traveling at 1500m/sec with range measured in kilometers. (should have bullet drop)
      • 40 round capacity
      • In real-life a tank requires a gunner, the driver can't use the gun and drive the tank at the same time. So like the APC if solo, you're going to have to stop and switch seats.
      • Current gun fires far too rapidly, an autoloader in RL can only get off 1 shot every 6 seconds
      • Turret takes 9 seconds to rotate 360 degrees.
      • Aimbot- the fire control system will lock-on to moving targets 600m (1/9 RL) away and hit with 95% accuracy. In-addition gunner gets a 10x optical zoom, thermal vision, and night vision.
    • 7.62mm Coaxial Machine Gun
      • Gunner should also have access to the currently decorative coaxial 7.62mm machine gun as well which uses the same fire control system.
      • Gun should have same stats as the Combat MG.
    • 12.7mm Pintle-Mounted M2 Browning Heavy Machine Gun
      • Passenger should have access to the HMG sitting on top of the turret.
      • Gun stats should be the same as every other HMG like the one on the Insurgent
  • Performance
    • 34 MPH top speed (45 MPH in RL)
    • 0 to 20 MPH in 7.5 seconds
    • Room for 4 people total, Driver, Gunner and 2 passengers
  • Countermeasures
    • Tanks in real-life are equipped with smoke grenade launchers and missile detection systems.
    • Fires a salvo of smoke grenades into the sky, detonating them mid-air blanketing the entire area with thick smoke hiding the tank, the smoke is also very hot so heat-seeking missiles can't "see" the tank either just the smoke.
  • 2 - What if tanks performed like actual tanks?
    Rhino Tank
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    Custom
    • You should have the ability to store your tank in a facility and be able to pay to convert it into a custom variant transforming it into a personal vehicle.
    • Allow you to get a new paint job, performance upgrades, cosmetic changes, more armor, etc.

Khanjali – based off of the
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PL-01 a Polish Light Stealth Tank.

  • Price – $10 million
  • Armor – STANAG LEVEL 6. Realistically it should have less armor than the Rhino being half the weight.
    • Extremely High explosive resistance – survives 16 buzzard/barrage rocket or vehicle mine/6 RPG/1-2 Anti-tank missile/tank shot
    • Bullet resistant up to 30mm Armor-Piercing Incendiary cannon fire so even B-11 and Hunter guns are ineffective unless they are targeting the thinner armor on the top and rear.
    • Like the Rhino, armor is naturally thickest in the front and thinnest on the top and rear. Lucky shots in weak-points like the exhaust, driver hatch, etc. with an RPG can destroy the tank though. Direct shots to the tracks will also disable the tank's ability to move permanently.
  • Weapons
    • 120mm Cannon
      • Extremely high damage and armor penetration – HEAT missiles should do 4x RPG damage. 10m Blast radius
      • Missiles travel at 300m/sec with a maximum lock-on range of 889m.
      • Laser-guided so operator has to keep target in sights the entire length of the flight or the missile will lose lock, but since it's laser-guided missile is immune to flares and chaff. Ruiner accuracy
      • 45 round capacity
      • In real-life a tank requires a gunner, the driver can't use the gun and drive the tank at the same time. So like the APC if solo, you're going to have to stop and switch seats.
      • Current gun fires far too rapidly, an autoloader in RL can only get off 1 shot every 6 seconds
      • Turret takes 9 seconds to rotate 360 degrees.
      • Gunner gets a 10x optical zoom, thermal vision, and night vision.
    • Railcannon Upgrade – Based off the firepower of the handheld railgun this cannon variant should be capable of one-shotting a Rhino tank.
      • 4x the damage of the stock tank gun.
      • Missiles are replaced by unguided Tungsten rods travelling at 3000m/s
      • Rate of fire reduced to 1 shot every 12 seconds
      • Upgrade cost increased to $1+ million.
    • Pintle-Mounted Guns (only 1 at a time)
      • 7.62mm Machine Gun (same stats as combat MG; infinite ammo)
      • .50 Heavy Machine Gun (same stats as Technical MG; 400 rounds)
      • 40mm Automatic Grenade Launcher (300 rpm; 96 rounds; 76m/s; explode on impact)
  • Performance – despite being far lighter than the Rhino, due to reduced horsepower speed is about the same.
    • 34 MPH top speed (45 MPH in RL)
    • 0 to 20 MPH in 7.5 seconds
  • Stealth
    • Passive: regular icon on map, no unique tank icon.
    • Active: when activated tank can't use weapons but becomes invisible on radar unless its very close by.
      • Enemies missile lock-on range also reduced.
      • Stealth is disabled if heavily damaged.
  • Countermeasures
    • Active Protection System: Acts as an anti-missile shield by causing missiles to detonate a few meters away from the tank instead of hitting it directly, nullifying their damage.
      • 5 "charges"
      • Only provides protection against missiles.
    • Smoke – Fires a salvo of smoke grenades into the sky, detonating them mid-air blanketing the entire area with thick smoke hiding the tank, the smoke is also very hot so heat-seeking missiles can't "see" the tank either just the smoke.

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APC

  • Price – Costs about $750K – $1 million.
  • Armor: STANAG Level 4.
    • Very High explosive resistance
      • survives 8 sticky bombs or homing stinger missiles
      • survives 2 buzzard/barrage rocket
      • and can even survive a blast from a direct hit with an RPG, though the vehicle will be completely totaled, but occupants can crawl out to safety.
      • only the top rear exhaust area, is vulnerable to grenades, or Oppressor/Deluxo/Ruiner/Vigilante/etc rockets. The rest immune to that kind of damage.
    • Bullet resistant up to 14.5x114mm AP at point blank range so Explosive Snipers can't hurt you, and armor-piercing .50 will have trouble even trying to shoot through the windows. Should be extremely bullet resistant with 20mm Cannons like the Flak gun, Lazer, Hydra, and Half-track being major threats.
  • Weapons
    • Stock Cannon: Based on the Soviet 73mm 2A28 Grom
      • Fires an unguided HEAT rocket, the PG-15V, with the same armor penetration values as the RPG-7, so same damage and blast radius
      • Rocket exits the barrel at 400m/s and rapidly accelerates to its maximum speed of 665m/s. Maximum range of 4.5km.
      • Ammo capacity limited to 40 rockets.
      • 7.5 second reload time in-between shots.
      • Gunner gets a gun camera view with 6x magnification and night vision, but gun camera isn't stabilized.
      • Reduced accuracy firing on the move; and limited elevation
    • SAM Upgrade: Based on the Soviet 9K35 Strela-10 which fires the 9M333, a guided AA missile.
      • Damage/Blast radius should be similar to homing launcher, with damage getting a 50% boost due to much larger warhead size (3kg vs 5kg).
      • System can accurately track targets up to 556m (1/9 RL) away. Ruiner Accuracy vs Air Targets, Buzzard accuracy vs Ground targets.
      • Missiles in real-life are very fast as they are designed for interception not chasing. The 9M333 missile travels at 517m/sec
      • Missile capacity should be reduced to 6 from 60 with 2 reloads, giving a total capacity of 18 missiles. Each reload takes 10 seconds.
      • Can't fire missiles while moving.
      • Can elevate gun 90 degrees.
    • Coaxial 7.62mm Machine Gun
      • Gunner should also get access to a machine gun installed in the turret, for additional firepower and so they won't have to waste valuable ammo on soft targets.
      • Machine Gun stats the same as the handheld MG.
  • Performance
    • land top speed 47 mph (75% of 62 mph in RL); water 6 mph.

Now some will see all this and say, "But Oracle, if Tank so strong how can we kill it with dinky old RPGs, this is the worst balance" And to that my friends I say we just need a bigger rocket launcher. In real-life the RPG-7 has grown old and outdated in comparison to modern tank armor, you need a dedicated anti-tank missile launcher.

Anti-Tank Missile Launcher – based on the Russian
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Kornet-
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E
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M or we could go with something American the
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BMG-71 TOW

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