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The BAVS during B10

Posted: 14 Jul 2012, 19:25
by Berget-events
Some players complained that the BAVS did not work in some situations. And we have come to the conclution that most of those situations was becouse player carowners sometimes did not restart their bavs unit after being shot out. (Restart = unplugging battery to get hit-unit to recover hitpoints. )

We have tested all returned BAVS hit and fire units before storing them and all worked fine.

However:
We will fix this to next year by adding a auto reboot function, so this is done automatically.

Posted: 15 Jul 2012, 02:42
by jdoe
Excellent. It is good to know what the problem was. I also think, at some cases, the lower vegetation and branches might have done some distortion.

Also, if next year is a big game like this year, PLEASE make sure you got enough BAVS firing units available at the Berget Shop. And PLEASE don't sell over your stores!

Posted: 15 Jul 2012, 09:35
by Tiger_1
The BAVS system had one major improvement this year, it seemed there was enought recivers.

One thing that might have to be conidered in the future, is a limit to how many fire units each faction can have, a system that looks after that a first come first serve mentality does not dictates who gets the 40mm that are ordered.

Mec is fun. But if every in squad in the game has a 40mm I doubt a lot of guys will make the long drive to join the game...

A set nr pr faction, and the people who book them get them. Then a set nr of AT-4 handed out to each factions commander to hand out as needed.

Posted: 15 Jul 2012, 19:26
by Trasher-HU
As reported in another thread, we had a run in with a NAF player using the 40mm BAVS. He accused our team of cheating, that our unit is unplugged. Luckily we made some test and he was unable to trigger the IR sensor even from 10 meters. His 40mm only worked from about 2-3 meters. :shock:

Posted: 15 Jul 2012, 19:49
by jdoe
It was also interesting to see some vehicles where the receiver was rigged so that the gunner would totally block it from front sectors.

Photos can be seen at the B10 media thread, but I don't want to link them. Anyone interested will find them easily.

Posted: 15 Jul 2012, 20:17
by Mr.Ghost
jdoe, +1.
BAVS sensor SHOULD be visible from all directions. Saw myself several cars with sensor rigged inappropriately low.

Posted: 15 Jul 2012, 20:51
by vinni
would it be an option to place a sensor on each corner of the roof of the car? that wouls solve that issue right away

Posted: 16 Jul 2012, 00:15
by soderstr
Based on our experience in B9 our team (consisting of two squads) decided to order 40 mm BAVS. We rented four grenades but when we went to pick them up we got nothing. We did, however, get our money back.

I can understand that mech units would not like to see too many equipped with BAVS as it would make the use of vehicles more difficult. Still, you have to remember that in real life even tanks require protection by infantry in forest environment. There should be a real but balanced risk of getting shot when you drive to areas not controlled by friendly forces.

What now happened several times was that we were encountering vehicles we could not harm in any way. I felt that the vehicles could just drive through our lines freely. It even happened once on the road leading to the NAF base that POL vehicles were not stopping at mines laid on the road as they probably did not even notice them (GM was contacted and the drivers notified).

I agree that not everybody should have BAVS and it should be made sure that all sides get enough. Also, BE should make sure that they have them items they promise at the shop.

Posted: 16 Jul 2012, 10:13
by Tiger_1
The real life thing is true, but when BAVS works, it's effectiveness is somewhat higher the real life systems. You only have to carry one BAVS AT-4 to get 10 shots, real life would not provide that. So BAVS systems have to be limited if mec is to have any role in game. I do not believe players will bring all the cool gunships we see at games now if the second they encounter an inf squad, five car are taken out by 40mm gunners.

It does feel bad having to run from cars, but I am afraid armour still has a shock value in the real world also, the only way we can simulate that with any chance of it being fun is by making cars a bit harder to kill.

Posted: 16 Jul 2012, 10:55
by Trasher-HU
Tiger_1 wrote:You only have to carry one BAVS AT-4 to get 10 shots, real life would not provide that.
Not to mention that those AT-4s can be reset by basically anyone with bad intention to fire unlimited amount of shots...

Posted: 16 Jul 2012, 11:51
by soderstr
Tiger_1 wrote:It does feel bad having to run from cars, but I am afraid armour still has a shock value in the real world also, the only way we can simulate that with any chance of it being fun is by making cars a bit harder to kill.
Very true. According to the current rule, however, the vehicles used by players not armoured. Only trustees or GMs can operate armoured vehichles or tanks. Therefore, infantry should be able to stop the normal vehicles.

Another question is if some armoured cars should be allowed to be used by players.

Posted: 26 Jul 2012, 04:20
by Coffe
Tiger_1 wrote:The real life thing is true, but when BAVS works, it's effectiveness is somewhat higher the real life systems. You only have to carry one BAVS AT-4 to get 10 shots, real life would not provide that. So BAVS systems have to be limited if mec is to have any role in game. I do not believe players will bring all the cool gunships we see at games now if the second they encounter an inf squad, five car are taken out by 40mm gunners.

It does feel bad having to run from cars, but I am afraid armour still has a shock value in the real world also, the only way we can simulate that with any chance of it being fun is by making cars a bit harder to kill.
Seems to me that there's a designflaw in the BAVS grenades and At-4's then.

Isn't there a way to make sure that BAVS grenades/AT-4's get "reset" or something once fired so that you have to go back to base and let a technician or something make the grenade useable again? Sort of like a "digital grenade pin" if you will.

Posted: 26 Jul 2012, 08:29
by Crapgame
the 40mm BAVS grenade has a reload function built in, if thats what you mean.

and the AT4 have a on/off switch but to reload it after 10 missiles you have to get a GM with a small key.

Posted: 05 Aug 2012, 12:43
by counterassasin
The BAVS pre-order was a f*****n joke Berget-Events! What's the point of pre-ordering, when you find out both BB's and BAVS 40MM are out of stock??

Worst Berget planning out of all 6 I've been to...