Deployable Assets damage system
-
SGT.MARCO
- Posts: 341
- Joined: 2010-07-08 03:01
Deployable Assets damage system
Why is it that whenever i put effort into making a good FOB with razor wire mortars landing near my mortars makes an unseen effect. 3 minutes after the mortar my wire fell apart, then foxholes then the FOB. There should not be a bleed on assets but rather make them usable with the rebuilding from scratch.
-
ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: Deployable Assets damage system
I brought this up before, got no response.... hopefuly the devs see these threads and reconsider the fact that mortars damage assets from far ranges which eventually leads to their destruction. I could care less about the HGM/TOW/AA/FO but I really think mortars are too good against wires and really make wires moot.
-
LithiumFox
- Posts: 2334
- Joined: 2007-07-08 18:25
Re: Deployable Assets damage system
I think a lot of things are "too good against wires" I mean.. it's wires... >_> Most blast unless it was a direct or very close hit will probably do moot against them...
=/
=/
[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
-
Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: Deployable Assets damage system
Sounds like a glitch to me
-
ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: Deployable Assets damage system
More like outdated gameplay.
-
Bob of Mage
- Posts: 227
- Joined: 2010-09-29 09:39
Re: Deployable Assets damage system
Claymores to the same thing. It's really weird that you can take down assets with a single claymore faceing the wrong way, while more than one block of C4 is needed sometimes (this is mostly an issue in Co-op due to the lack of other options most of the time).
-
Tarranauha200
- Posts: 1166
- Joined: 2010-08-28 20:57
Re: Deployable Assets damage system
Maybe it replicates damaged asset being left whitout maintenence(whitout shoveling). Who knows? Could be just "outtaded gameplay" as someone mentieoned.
Hopefully devs will answer this.
Hopefully devs will answer this.
-
cheesus182
- Posts: 36
- Joined: 2011-05-01 17:45
Re: Deployable Assets damage system
You know, now that your talking about C4 and claymores, I don?t understand the range of these two.
The C4 makes a massive explosion but has a smaller damage radius than the claymore.
The C4 is meant to have a bigger radius?
Surely, the C4 is mainly against vehicles but indirectly that would mean its even more effective against infantry.
The C4 makes a massive explosion but has a smaller damage radius than the claymore.
The C4 is meant to have a bigger radius?
Surely, the C4 is mainly against vehicles but indirectly that would mean its even more effective against infantry.
-
killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Deployable Assets damage system
C4 (or RDX 4) is a type of plastic explosive, and is meant for pure impact, the blast radius is quite low IRL and the main damage is done by the fire/shockwave produced by the explosive.
Claymore's (afaik) are bassically large grenades that can be packed with ballbering/shrapnel and other types of fragmentation. This causes infatry to be damaged at a larger radius due to the things flying around and not just a shockwave, however it isn't effective against vehicles because of the less amount of energy in the blast, unlike C4 which contains a large amount of energy.
Claymore's (afaik) are bassically large grenades that can be packed with ballbering/shrapnel and other types of fragmentation. This causes infatry to be damaged at a larger radius due to the things flying around and not just a shockwave, however it isn't effective against vehicles because of the less amount of energy in the blast, unlike C4 which contains a large amount of energy.

-
cheesus182
- Posts: 36
- Joined: 2011-05-01 17:45
Re: Deployable Assets damage system
OK well that cleared that up.
Fair point!
Fair point!

