Rheinmetall's "Main Ground Combat System" concept
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πŸ‘€︎ u/Temp89
πŸ“…︎ Oct 18 2020
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New French concept of the Main Ground Combat System
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πŸ“…︎ May 29 2020
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Poland interested in joining Franco-German Main Ground Combat System programme janes.com/article/90641/p…
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πŸ“…︎ Aug 23 2019
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Poland interested in joining Franco-German Main Ground Combat System programme janes.com/article/90641
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πŸ‘€︎ u/Jurryaany
πŸ“…︎ Aug 27 2019
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[R&D] Main Ground Combat System/Leopard 3

#MGCS - Main Ground Combat System/Leopard 3

The MGCS is jointly developed by the French company NEXTER systems, and the German Krauss-Maffei Wegmann. The platform is scheduled to replace the French Leclerc tank, and the German Leopard 2 in all its versions. Using a unified platform will deepen the defense cooperation between the two countries, and open up possibilities to develop more defense system together in the future.
While the platform does not yet utilize electrothermal-chemical technology in its guns, its development is planned for the future, and will be pursued for the next update of the platform.

The development will take 6 years, after which the 8th gen. tank will be available for procurement.
Production priority will be assigned to EU and NATO allies of France & Germany.

Name Type
Weight 63 tonnes
Length (gun forward) 13.5 m
Length (hull) 8 m
Width (hull) 3.8 m
Width (up armoured) 4.2 m
Height 2.8 m
Crew 3 (driver, gunner & commander)
Unit cost $10 million
Protection 4th generation composite; including nano-ceramics and modern steel alloy technologies with ceramic component panels
AMAP-EL electric reactive armour
AMAP-ADS hardkill active protection system (directed energy)
MUSS softkill active protection system
42 x 76mm MASKE 360Β° mount with 17 MASKE per flank (smoke grenades)
Armour (hull) 750mm vs APFSDS, 1,300 mm vs HEAT
Armour (turret) 1,000 mm vs APFSDS, 2,200 mm vs HEAT
Main armament Rheinmetall/GIAT L51 130 mm smoothbore gun; with autoloader
Ammunition 130 mm PELE
130 mm High-Explosive rounds
130 mm APFSDS
barrel-launched missiles
Secondary armaments Coaxial 7.62 mm Nexter ARX 25
12.7 Ρ… 99 Nexter ASTREA machine gun/40mm automatic grenade launcher external mount on KMW FLW 300 System
Ammunition load 50 rounds
Engine MTU MT 900 1,800 hp multi-fuel capable
Power/weight 28,5 hp/t
Transmission RENK HSWL 500 Series - 8 fwd, 4 rev
Suspension Hydropneumatic variable height - Krauss-Maffei carbon fibre band track
Clearance 0.4-0.6 m
Fuel capacity 1,900 litres
Rotation time 9 seconds
Range (off road) 463 km
Range (road) 620 km
Speed (off road) 64 km/h
Speed (road) 84 km/h
Misc Optical camera on turret
1.6 meter periscope with multi-spectrum optics
Rheinmetall Optronics Drivers Sight ODS
Eoss – Autonomous Optronic Sighting System II
Thales TRC 6200: Compact tactical COMINT/DF
Thales TRC 274: Smart communication jammer
Optional BΓΌffel module - bulldozer module for
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πŸ‘€︎ u/JohnNatalis
πŸ“…︎ Mar 07 2019
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[EVENT] Main Ground Combat System to Enter LRIP

###Bundesministerium der Verteidigung

Bonn, Deutschland



Leopard 3 to Enter Into Stages of Low Rate Initial Production

 

Having set out to finally begin the development process for the engineering of the Main Ground Combat System project in 2020, the vehicle which will enter service nations-wide as the Leopard 3 Main Battle Tank has after multiple years of development become available to enter into the early stages of Low Rate Initial Production. Over the course of the next two years, the Leopard 3 will be extensively tested with the ability for production capability in the next three months. The beginning production run for the entirety of the Low Range Initial Production cycle will see a total of up to fifty Leopard 3 units being delivered, however this target is optimistic given the need for immediate and long-term production capability to mature.

A focus will be put in place on ensuring that the tank platform has a significant offensive and defensive capability, with upgrade packages to expand on the current model set to be developed in the very near future. Originally set at a pricetag of roughly $4,000,000 per combat unit, the development process has revealed that the cost will increase to $4,155,000 given the advanced technology which the tank is heavily outfitted with such as the state-of-the-art autoloader capable of pushing out fourteen rounds a minute in favorable conditions.

It is expected that by late 2028 the Leopard 3 will be capable of full-scale production, with the Bundeswehr being expected to order up to over three hundred systems with four hundred being a possibility should the situation in the east continue to escalate.


 

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πŸ‘€︎ u/EleventhTry
πŸ“…︎ Apr 26 2019
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Poland interested in joining Franco-German Main Ground Combat System programme janes.com/article/90641/p…
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πŸ‘€︎ u/Jurryaany
πŸ“…︎ Aug 23 2019
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[R&D] Main Ground Combat System

a joint effort between Germany and France to produce a successor to the Leopard 2 and Leclerc, possibly to be launched between 2025–2030. A project which began in 2012, and once the Nexter Systems and Kraus-Maffei Wegmann Merger occurred the began work on the next generation tank.

#Turret

The biggest development especially for a NATO European country is the completely unmanned digital turret. This allows for a safer compartment for the crew, and makes it so the Turret and the Chassis do not feed into each other. Thus making it safer overall for the crew inside. The turret incorporates the forefront of technology, utilizing fiber-optic cabling to minimize wear and tear, and make sure that there is little to no latency.

The other aspect is since there is an auto-loader in use that means the turret can be smaller, and provide a lower overall profile of the tanks. This also helps counteract the weight of the large gun, as there is less overall turret weighing the tank down.

#Crew Compartment

Since the turret is no longer fed into the Crew compartment it allowed engineers to make sure that the separate compartment of which the crew was placed in would be additionally armored and safe. Along with this the new cutting edge electronics system allows the crew to take in additional information from their surroundings. The crew compartment can be fully isolated from the outside with full NBC protection and climate control.

#Armaments

The new Rheinmetall L51 130mm tank gun which was designed specifically for the MGCS will be used. It is designed to provide around 50% more penetration than the 120mm gun. Future exapnsion into Electrothermal-Chemical Propulsion will be looked into.

The new 130mm Gun uses an autoloading system due to the increased size of the shells it would be impractical to have a loader, but this also allows a better protected crew compartment. The Auto-loader will under decent conditions achieve 12 rounds per minute, and 42 rounds will be the max capacity.

Secondary armaments utilize the HK121 7.62mm coaxial, while also using the KH121 7.62mm mounted on the FLW 500 remote weapon station. It has a 360Β° radius and can move entirely independently of the turret it is mounted on, and has a separate sensor suite. Alternatively, the FLW 500 could also be equipped with a 20 mm auto cannon if that is more mission appropriate. It could also be entirely dismoun

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πŸ‘€︎ u/corndoggeh
πŸ“…︎ Apr 25 2018
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[EVENT] Main Ground Combat System enters LRIP

Following years of hard work, the development of the Main Ground Combat System (a.k.a. Leopard 3, its German Army designation) is nearly finished. The MGCS is the Franco-German next generation main battle tank, a true 'fourth generation' MBT.

Its primary features include Rheinmetall's new 130 mm L/51 cannon, freshly developed and one of the highest powered tank guns in existence. It's firing purpose-developed shells of different variations, made for maximum lethality. It's loaded by an autoloader proven to be capable of firing 12 rounds per minute under good conditions, greatly outperforming human loaders considering the shell size and weight.

For protection, the MGCS is equipped with the latest technology. Its AMAP-based armour suite was specifically developed and rigorously tested for the MBT. Using modern composite materials and alloys allows strong protection while keeping the tank's weight relatively low (compared to Leopard 2). Electric reactive armour is employed to actively deflect and repel incoming projectiles and shaped charges. On top of that, the hardkill APS uses directed energy to destroy threats at several meters away before they can harm the vehicle.


First stages of low-rate initial production at KMW/Nexter (KANT) have started, and the first few MBTs are rolling out to the German and French armies to undergo more tests. Over the next 1-2 years, the last adjustments will be made before full series manufacturing begins. Apart from intense offensive, defensive and mobility equipment tests, it will be made sure that the MGCS integrates will with existing vehicles and systems of the customer armies.

The German Army will be ordering at least 300 tanks to replace the current Leopard 2 models (A7 and A8), with priority options for more if the Leopard 3 performs especially well.

Orders of the French Army are still unknown, but are thought to number around 200 (or more) based on the number of Leclercs in service.

International order books are also opening up now, though of course limited to EU, NATO and NATO-level countries for security reasons.


Speculation on further developments is already ongoing. Rheinmetall are reportedly already working on an electrothermal-chemical version of their 130 mm cannon, based on internal research from the 1990s and early 2000s. This technology could give another major boost to the firepower of the MGCS, which may be necessary to counter future threats.

Other innovations i

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πŸ‘€︎ u/BegbertBiggs
πŸ“…︎ Jun 20 2017
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[EVENT] First Arrival of The Main Ground Combat System

Back in 2022 Germany and France unveiled the final design of the MGCS today we welcome the first units into the French armed forces. The first force in the world to operate the most advanced tank in use will be the 1re division blindée (Besançon), Scorpion Force. Over the next 3 years 200 tanks will additionally be ordered.

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πŸ‘€︎ u/Gaius_Catullus_
πŸ“…︎ Jun 26 2018
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Design concepts emerge for possible new French–German Main Ground Combat System janes.com/article/80463
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πŸ‘€︎ u/Jurryaany
πŸ“…︎ Jun 03 2018
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How will you redesign the ground combat system and and something that can do land to space combat?

Please write in detail!

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πŸ‘€︎ u/DarroonDoven
πŸ“…︎ Nov 21 2021
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Here are two more gif (with more fps) of the combat system so far. I definitely need to adjust the damages. The bee model will be replaced soon, it should be an electric/poison type monster. The rhino might not make the cut, it a place holder so far and has a ground/rock type. reddit.com/gallery/rgpkuw
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πŸ‘€︎ u/Magnolia-jjlnr
πŸ“…︎ Dec 15 2021
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In the graphic novel "Cat Shit One" set during The Vietnam War, the main characters at one point are tasked with taking a small group of Japanese Ground Self Defense Force members on combat operations. What level of involvement, if any, did Japan have in Vietnam?

As a supplement, would the involvement of JGSDF members in combat operations have violated Article IX of the Japanese constitution?

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πŸ‘€︎ u/Xarich
πŸ“…︎ Oct 12 2021
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Reusing the tile system for ground combat?

Hear me out, the tile system can give a rough overview of a planets surface, with different terrain types, blockers, ect… Armies (or army stacks) can move through or occupy a tile, with their speed and efficacy in a terrain type determined by the army type/technologies/new general traits. The basic mechanics of armies attacking each other until death or withdrawal remains, but with the calculus of combat modified by things like dense jungles, oceans, and the size of the planet. With a system that simple, it could be easy to add modifiers or introduce new variables, like a fortress building actually fortifying a strategic tile that blocks access to a segment of the planet, or not clearing those volcano blockers because they're ideal terrain for your robot defenders against the fleshbag invaders

Thoughts?

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πŸ‘€︎ u/heehoohorseshoe
πŸ“…︎ Aug 22 2021
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I like Ghibli and I like Berserk. So Im starting a new gritty, grounded hack n slash, blending the two. Hope you all will enjoy the combat system and the focus of the project! Calling it Labyrinth for now. v.redd.it/j61rkbkw1bc81
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πŸ‘€︎ u/CraftshopArts
πŸ“…︎ Jan 17 2022
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What are some of the books with unique settings and systems where it's not basically a MMORPG or world modeled after a mmorpg and where combat isn't the main focus?

After spending a lot of time reading this, it's pretty common the obvious settings are video game or reborn into a video game like world. But after reading hundreds of books, I've come to appreciate the truly bizarre themes. Especially ones where combat and fighting aren't necessarily the main theme.

Some examples. Things like Wandering Inn, Black Tech Internet Cafe, I really enjoyed Reincarnated as a Farmer, even though there was a lot of fighting, the fact it was more like a tower defense book was awesome. I have no problem reading translated novels either. I've done quite a bit of the Asian webnovels in my hunt for crazy settings.

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πŸ‘€︎ u/quackycoaster
πŸ“…︎ Sep 24 2021
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Ground combat for system stations?

Apologies if this has been suggested before, but the latest chatter about ground combat rework has got me thinking.

I've always been a bit annoyed with how you can capture a system by blowing up the station, and yet it's still magically there and more-or-less intact after blowing it up. Also the idea of sending armies to invade planets is kind-of silly; I know this is a science fantasy game but nonetheless planets are HUGE.

What if ground combat were instead focused on the system stations? First, you blow up the station defenses. But in order to actually control the system you have to send armies like a boarding party to capture the station.

Collateral damage would impact station integrity, so if the "devastation" level of the station gets too high the reactor goes critical and explodes; killing all units within. Similarly, as devastation increases, the modules on the station become damaged or destroyed. If the station explodes then sovereignty of the system is lost to all parties.

The level of a station would determine how much devastation it can endure, and special station modules might increase resistance to boarding or increase the amount of defensive armies present.

This also places greater emphasis on morale damage. If you can simply get the station defense forces to surrender you automatically control the station.

This mechanic can be combined with other suggestions like army load outs. You can build suicide divisions to maximize devastation. You could build surgical strike spec-ops to do minimum station damage. Monstrous infantry like xenomorphs do a lot of morale damage and may convince them to surrender, but xenomorphs do a lot of collateral, so you're betting on them surrendering before the station explodes.

We wouldn't have to completely overhaul ground combat here, but instead pivot it as a supporting mechanic for the big war-winner: space combat.

Would love to hear feedback!

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πŸ‘€︎ u/anotherjetli
πŸ“…︎ Aug 20 2021
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[TECH] Advanced Autonomous Ground Combat System

#POLMOD 2027 ##Polish-Lithuanian Republic Modernization Scheme 2027 Minister of National Defence: Mariusz BΕ‚aszczak

> Polish Armaments Group: Brigadier General Artur KoΕ‚osowski
> Huta Stalowa Wola: BartΕ‚omiej ZajΔ…c
> Mesko: Tomasz StawiΕ„ski
> Nexter Systems: Margaret Hill

> #Advanced Autonomous Ground Combat System

In Cooperation with the French, the Dual-Republic has begun work on the Advanced Autonomous Ground Combat Family of UGVs. As per the request of the French, this program will also foster the replacement for the Leclerc MBT. The Primary Goal of the program will be to quickly and cheaply produce Fire Support and Tank Destroyer platforms to defend the vast plains of Europe. With the Main Ground Combat System falling to the wayside in the years since the French-German split, our replacement program will take inspiration from this system. The Leopard 2, despite its many upgrades, is still cold war vintage and is considered by the Dual-Republics Land Forces obsolete. Previously the majority of issues with UGVs have been the connection with the manned control station. We will attempt to fix this by putting the antenna on a "mast" similar to the ones found on Polish ground-based radar. This will allow our UGVs to operate 20+ km away from their ground stations. Additionally, the signals will be able to "hopscotch" their way between vehicles allowing each UGV to receive and send the signal to further away units.

#PA-1 "Szop"

The PA-1 will replace the Leclerc and utilize many high-tech solutions PL-22 set to be completed next year. The PA-1 will introduce a new 140mm ETC Tank Gun. While the 125mm is the standard main gun of the Eastern Union, improvements can be made. The Dual-Republic will begin shifting over several decades entirely to the 140mm Standard.

##Specifications

  • Type: Main Battle Tank
  • Tractions: Tracked
  • Crew: 0
  • Engine: Self-ignition with a power of 1,600 HP
  • Armor: Multi-layer modular ceramic-aramid coating
  • Length: 11 m
  • Width: 6 m
  • Height: 4 m
  • Mass: 50 tons
  • Speed: 80 km / h (road), 60 km / h (off-road )
  • Range: 500 km (on the road), 250 km (off-road )
  • Primary Armament: 1x ZH-140 140 mm autoloaded Electrothermal-chemical Gun in an Unmanned Turret
  • Se
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πŸ“…︎ Aug 03 2021
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[SECRET] Peiper Main Combat System

Image

Russian and Eastern Union technological advances present an existential threat to Heer due to introduced countermeasures aimed at leveraging known combat systems. FOUO knowledge of said systems is believed to be compromised by near-peer adversaries due to intelligence capabilities. Stopgap measures such as the Leopard A8 have presented a possible alternative, albeit Ahnenerbe Society must begin the development of a fourth-generation tank.

Director of the Ahnenerbe Society has introduced the Peiper Main Combat System, or the Peiper 1. Named after SS-ObersturmbannfΓΌhrer Joachim Peiper, the German continuation of the Main Ground Combat System will allow for continued dominance of the battlefield. The Peiper 1 is to incorporate new, developing technologies and advance on systems already proven to be successful.

Features of the Peiper MBT will see the implementation of an APS, amphibious capabilities, and many others.

Category Specifications
Crew 3
Weight 68t
Length 10m
Width 3.8m
Height 3m
Maximum Speed 95-100km per hour/40km per hour backwards
Main Armament Unmanned Rheinmetall Rh-130 L/51 ETC
Main armament muzzle energy 70 MJ
Secondary Armament Fieldranger 20/Oerlikon-KAE automatic cannon
Base Armour Nano-crystal Steel Armor
Active Protection System Rheinmetall ADS
Stealth systems Multisorb ,
Engine MTU 2,000 HP electric engine (Hardened/Protected) + Fara Caged
Unit Cost $15 Million
Development Cost $45 billion
Completed 2039-2040 est

Features/Developing technologies

>Internal Armored Capsule

>Forward looking infrared camera

>Closed-circuit TV

>360 degree A

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πŸ‘€︎ u/Tion3023
πŸ“…︎ Sep 24 2021
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PSA: Neo The World Ends With You has a demo up on PSN (and probably other places). It's pretty beefy and let's you carry your save to the main game. The new combat system is pretty good from what I've tried so far.
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πŸ‘€︎ u/pdragon619
πŸ“…︎ Jul 01 2021
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The T-72B3, equipped with a new anti-tank missile defense system, was demonstrated at the Kadamovsky training ground. It can assume that the devices are designed to provoke an explosion of a Top-attack rocket or ammunition in front of the main armor. This will weaken the effect of the shaped charge. reddit.com/gallery/o41rwi
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πŸ‘€︎ u/KaMeLRo
πŸ“…︎ Jun 20 2021
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If Nintendo were to make a Star Fox Spin-Off focused mainly on Landmaster (and other ground vehicles, if any) combat, who do you want to be the leading character for the spin-off?
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πŸ‘€︎ u/Nod_Lucario
πŸ“…︎ Oct 12 2021
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I've spent a couple evenings making a combat system built around Boids. Broadly I'm trying to make the boids have emergent combat tactics. The main one at the moment being that they will enter stern-chases with their targets, attempting to get behind them to shoot them safely. v.redd.it/pd9k7uhjf5e71
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πŸ‘€︎ u/Ruadhan2300
πŸ“…︎ Jul 29 2021
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Pokemon Unite's combat system would be really fun in a "main-line" RPG style game

I've been playing Pokemon Unite quite a bit this week. As a first-time MOBA player, I really dig the combat system and how it fits so perfectly with the Pokemon franchise. Aiming and timing your attacks takes some skill, especially with there being a cooldown on those attacks. Being able to anticipate, dodge, and sometimes block (with certain skills) enemy attacks adds another layer of strategy. On top of that, you have to learn how to use the arena to your advantage, whether that be hiding in the tall grass or ducking behind a wall to avoid a melee attack. Abilities and held items add yet another layer of strategy that a good trainer needs to account for. And theres even wild pokemon to defeat! It all adds up to a really fun experience that absolutely calls to the Ash Ketchum in all of us. Making those split second decisions on when to dodge, when to use thunderbolt vs volt tackle, when to retreat, what move combinations work well in succession, etc.

That being said, I think this combat system is somewhat "wasted" on the MOBA format. Type advantages dont exist (I understand why they cant work in this format), the arena is always the same, each Pokemon only gets 2 regular moves and 1 periodic "ultimate" move, and the 5v5 can quickly become a chaotic mess where you're just mashing buttons and praying.

It would be so exhilarating to transfer this format to a "main-line-esque" RPG game where the battles are real-time instead of turn-based. The rest of the usual pokemon mechanics can be the same - gaining exp and learning new moves and evolving throughout the course of the game, catching wild pokemon, having a team of 6, 4 move slots each, etc. But imagine entering the first route with your starter pokemon and just running around the overworld lighting off attacks on the wild pokemon as if they were the "farm" pokemon in unite. No clunky loading of the turn-based battle interface. No clicking through a bunch of text at the end of each battle. Just perfectly streamlined real-time battling in the overworld.

Now, let's take that a step further and imagine having to figure out a way to get past a team rocket guard blocking a door, and eventually discovering that you can use your Slowbro's telekinesis to levitate him and get through (or any number of other possibilities based on your pokemon's skills)

And dont get me started with the possibilities for gym/E4 battles. Imagine each gym leader having an arena that is perfectly set up for their type advantage and

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πŸ‘€︎ u/R-Kayde
πŸ“…︎ Jul 31 2021
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INDO-PACOM Used Ground-based Aegis Combat System Prototype to Target Missile Threats, Surface Targets news.usni.org/2021/06/29/…
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πŸ‘€︎ u/FlexibleResponse
πŸ“…︎ Jul 02 2021
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I wish capcom would remake this game for ps5 add more depth to the main character and a combat system then boom this would be a resident evil 10/10 game.
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πŸ‘€︎ u/hitokirimain1998
πŸ“…︎ Jan 29 2021
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Fragile Existence RTS/4X: June Teaser video. Full 3D solar systems, full 3D planet environments. Voronoi-cell based procedural generation. Orbital mechanics. Space & ground-based movement and combat. Solo dev. Still not 100% sure Unity can handle what I'm asking of it, but it's going ok so far (..?) v.redd.it/81rztrsz3n471
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πŸ‘€︎ u/hereticbloodline
πŸ“…︎ Jun 11 2021
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Thought I’d let you guys see what I’ve been making on dreams on the ps4! Made everything myself including the combat system from the ground up! This is very early gameplay but WOTS has inspired it heavily. v.redd.it/324t9qujoyb61
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πŸ‘€︎ u/vampireslayer99
πŸ“…︎ Jan 17 2021
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Whatever Wraith designed their crusier's main air to ground weapon's system should be fired

This seems to be the norm for when the Wraith are shooting at anyone on foot from above. Their shots don't converge or even go parallel to the ship. They diverge pretty significantly. Not the most effective for aiming.

https://preview.redd.it/uj6ciwy53xr61.jpg?width=1920&format=pjpg&auto=webp&s=3f599371724cf234fd8170e9e478d2700bf746b0

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πŸ‘€︎ u/jsingleton86
πŸ“…︎ Apr 08 2021
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BEML signed an MoU with Adani Defence to provide mobility systems for wheeled armoured personal carriers, infantry combat vehicles & MBT's. This is apart from development/production of Jigs/fixtures for UAVs, airborne structures, ground handling/support equipment for airports. mobile.twitter.com/Review…
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πŸ‘€︎ u/Blank_eye00
πŸ“…︎ Feb 05 2021
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I've been working on my own set of Napoleonic rules which aren't as simple as LaSalle but not as complicated as Et Sans Resultat. Main features are accurate ground scales, a fun pre-battle phase for determining deployment zones and an accurate C&C system. I'm hoping to find playtesters clausewitzs.com/2021/02/1…
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πŸ‘€︎ u/dutchy1982uk
πŸ“…︎ Feb 14 2021
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Improving the Xenogears Ground Combat System

So I recently finished Xenogears and really loved the story. The characters were amazing and the symbolism was very deep. However, I ended up being kind of disappointed with the combat. It seemed to have a lot of promise when I first started and the animations were beautiful, but it most of the elements ended up feeling pointless and under developed. If there were to be a remake of Xenogears, I have brain stormed some revisions to the ground combat system to make it more deep and interesting. Note I will save gear combat for a different post.

Xenogears is based around action points and deathblows. You are supposed to find a balance between high damage deathblows and conserving action points to eventually land devastating combos, or at least this was the intention. In practices, there is little reason not to spam your strongest deathblow or ether attack and not worry about combos. It reaches the point where all deathblows outside of your first and sometimes second strongest are practically obsolete.

My suggestion is to give each deathblow a unique effect and an additional effect if used with other deathblows in a combo. For example, if the deathblow Raijin is used, the enemy’s defense will be slightly lowered for the next turn. Unique effects could have tons of possibilities including lowering defense, raising character attack, healing, damage over time effects such as bleed, ether based deathblows, and inflicting other statuses such as knockdown that could slow an enemy. I believe this change would create more strategic play as well as make characters more unique. It would also give players a reason to conserve action points with low action point deathblows which will allow the use of combos, which are also getting a revision.

To begin, combos will now slightly increase the damage and power of additional effects the more deathblows are linked together. Each additional deathblow would increase the multiplier by a small amount, maybe 5 or so percent. For example, using Raijin mentioned above after 4 other deathblows would cause its damage to increase by 20% and its defense drop by 25% instead of 10%. This would make players have to strategically think what order of deathblows will be most useful for the amount of action points have been saved up.

In addition, linking certain deathblows after one another during a combo will now grant additional effects. These effects could range from an additional damage multiplier to a reduction in action point cost to

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πŸ‘€︎ u/Ace9-5-9
πŸ“…︎ Aug 14 2020
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Rheinmetall, KMW and Nexter start initial architecture study for future european tank. The "Mobile Ground Combat System" project seeks to create a new tank design that ideally would substitute both the Leclerc and Leopard 2 tanks in service for France and Germany. defenseworld.net/news/270…
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πŸ‘€︎ u/SpanishNewsPoster
πŸ“…︎ May 23 2020
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355th Aircraft Maintenance Squadron move an AGM-65 Maverick missile toward an A-10 Thunderbolt II aircraft during the Combat Hammer air-to-ground weapon system evaluation program
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πŸ‘€︎ u/Bonzo82
πŸ“…︎ Jan 24 2021
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Alright guys I am currently working on the combat system and the main characters, organizations, villains, secondary villains, criminal organizations, and races within the narrative. v.redd.it/pyl2w8ah86l61
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πŸ“…︎ Mar 05 2021
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Chinese Player Xuan Wu Declares "No Rules are Needed When #China Fights #Japan" after violating boxing rules & slammed the Japanese player Sho Kimura's head to the ground during an international combat match in #Wuhan city on Dec 18. v.redd.it/ypj7ez7x6n781
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πŸ‘€︎ u/Hurelsug
πŸ“…︎ Dec 25 2021
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Imagine you are in a live combat situation, you see a member of your team approach a 2ft curb, and instead of stepping up the curb he does a full 24 inch vertical hop, slamming his combat boots to the ground so hard the landing can be heart 500 meters away. Imagine how you would feel about that...

Welcome to Tarkov

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πŸ‘€︎ u/VirindiPuppetDT
πŸ“…︎ Jan 11 2022
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Cities in China are using 'misting cannons' to help combat smog and air pollution. The machines work by nebulizing liquid into tiny particles and spraying them into the air, where they combine with pollutants to form water droplets that fall to the ground gfycat.com/unfortunatedea…
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πŸ‘€︎ u/solateor
πŸ“…︎ Sep 02 2021
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"Rigid" (D&D) vs "Freeform" (PBTA) combat systems - is there a middle ground?

In tandem with the recent discussion on initiative systems I thought it would be useful to talk about the anatomy of combat systems themselves.


D&D and its descendants tend to use rigid combat systems, where everything is divided into rounds and all combatants have rigidly-defined actions that they can take on their turn.

There are a few side effects of this kind of system in my limited experience:

  1. Players tend to view the defined types of actions as a "menu" to choose from, and/or the GM has difficulty adjudicating anything outside the predefined list

  2. Players tend to be reluctant to do anything other than take some kind of Attack action on their turn, in part because attacking is exciting and in part because doing anything other than dealing damage is not optimal. Spending your turn on "mundane" things usually doesn't feel great ("I guess I'll spend my action stabilizing Annie... that's my whole turn")


PBTA and its descends tend to use freeform combat systems with no turns or rounds, which keeps the same back and forth of conversation as everywhere else in the game. Combat no longer feels like a separate "mode" of the game. However, this feels a little too open-ended for games that are combat-heavy, and "unfair" to the bad guys who are only really able to do anything once players fail a roll (vastly oversimplifying here).


I'm wondering if anyone has found a system that sits somewhere in-between. I'm having difficulty articulating quite what it might be, but something that doesn't quite define a set list of actions, yet allows all combatants roughly the same degree of input on a given round. Something where I can mostly just describe what my character is doing without getting too bogged down in whether it's a free action, bonus action, movement, or action, but there's enough guidance for the GM to know when I'm "done" with my turn and can move on.

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πŸ‘€︎ u/Snarfilingus
πŸ“…︎ May 02 2019
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[R&D]Main combat ground system

#MGCS - Main combat ground system/Leopard 3

The MGCS is jointly developed by the French company NEXTER systems, and the German Krauss-Maffei Wegmann. The platform is scheduled to replace the French Leclerc tank, and the German Leopard 2 in all its versions. Using a unified platform will deepen the defense cooperation between the two countries, and open up possibilities to develop more defense system together im the future.

Name Type
Weight 63 tonnes
Length (gun forward) 13.5 m
Length (hull) 8 m
Width (hull) 3.8 m
Width (up armoured) 4.2 m
Height 2.8 m
Crew 3 (driver, gunner & commander)
Unit cost $10 million
Armour 4th generation composite; including nano-ceramics and modern steel alloy technologies with ceramic component panels
Armour (hull) 750mm vs APFSDS, 1,300 mm vs HEAT
Armour (turret) 1,000 mm vs APFSDS, 2,200 mm vs HEAT
Main armament Rheinmetall/GIAT L51 130 mm smoothbore gun; with autoloader
Ammunition 130 mm PELE
130 mm High-Explosive rounds
130 mm APFSDS
barrel-launched missiles
Secondary armaments Coaxial 7.62 mm Nexter ARX 25
12.7 Ρ… 99 Nexter ASTREA machine gun/40mm automatic grenade launcher external mount on KMW FLW 300 System
Ammunition load 50 rounds
Engine MTU MT 900 1,800 hp multi-fuel capable
Power/weight 28,5 hp/t
Transmission RENK HSWL 500 Series - 8 fwd, 4 rev
Suspension Hydropneumatic variable height - Krauss-Maffei carbon fibre band track
Clearance 0.4-0.6 m
Fuel capacity 1,900 litres
Rotation time 9 seconds
Range (off road) 463 km
Range (road) 620 km
Speed (off road) 64 km/h
Speed (road) 84 km/h
Misc Optical camera on turret
1.6 meter periscope with multi-spectrum optics
Rheinmetall Optronics Drivers Sight ODS
Eoss – Autonomous Optronic Sighting System II
Thales TRC 6200: Compact tactical COMINT/DF
Thales TRC 274: Smart communication jammer
Optional BΓΌffel module - bulldozer module for salvage

The full-scale production will begin in 4 years.

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πŸ‘€︎ u/JohnNatalis
πŸ“…︎ Oct 24 2018
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[R&D] Main Ground Combat System

In the 2010s, plans started to be made in Germany and France for a common new Main Battle Tank project. The Leopard 2 and Leclerc require next-generation replacements, and a combined project was considered to optimize interoperability and improve cost efficiency.
As a result of these notifications, the manufacturers of both these older tanks β€” Nexter Systems and Kraus-Maffei Wegmann β€” merged in 2015 to work on the new project.

Turret & Crew

A big new development is the fully unmanned digital turret, which has the goal of limiting crew exposure and separating the crew from the armament systems. All cabling inside the tank is fibre, optimizing latency and minimizing wearout.
The turret of course incorporates full hydraulic stabilization systems for the main gun, which allow the MGCS to fire while moving with high accuracy. This system is based on proven Leopard 2 technology.

The crew is placed in a separate compartment, which is additionally armoured. Outside information primarily reaches the crew through electronic systems, although redundancies are in place to take over if systems fail. An extensive electronics and optronics suite is under development by Thales to equip the new MBT.
This crew compartment can be fully isolated from the outside with full NBC protection and climate control at all times.

Armaments

The main armament of the MGCS is the Rheinmetall 130 mm L/51 cannon. The new tank gun is developed specifically for this application, and is made to defeat the latest generation of opponent combat systems.
Thanks to the increased muzzle size and optimized propelling system, the 130 mm L/51 achieves a muzzle energy over 50% greater than the older 120 mm L/55 cannon, at over 20 MJ. That means that a 10 kg projectile has a muzzle speed of 2,000 m/s.
Currently, the gun does not employ electrothermal-chemical propulsion, this is however very much kept open as a future option to further increase the power of the gun by a large margin.

This cannon uses an autoloader, both for space and practicality reasons. It would be nearly impossible for a human loader to continuously load the heavy 130 mm shells. The autoloader is specifically purpose-developed by Rheinmetall and will, under good conditions, achieve a firing rate of 12 rounds per minute

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πŸ‘€︎ u/BegbertBiggs
πŸ“…︎ May 07 2017
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