Deployable Assets damage system

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SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Deployable Assets damage system

Post by SGT.MARCO »

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

Post by ytman »

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

Post by LithiumFox »

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...

=/

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Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Deployable Assets damage system

Post by Conman51 »

Sounds like a glitch to me
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Deployable Assets damage system

Post by ytman »

More like outdated gameplay.
Bob of Mage
Posts: 227
Joined: 2010-09-29 09:39

Re: Deployable Assets damage system

Post by Bob of Mage »

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

Post by Tarranauha200 »

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.
cheesus182
Posts: 36
Joined: 2011-05-01 17:45

Re: Deployable Assets damage system

Post by cheesus182 »

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.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Deployable Assets damage system

Post by killonsight95 »

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.
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cheesus182
Posts: 36
Joined: 2011-05-01 17:45

Re: Deployable Assets damage system

Post by cheesus182 »

OK well that cleared that up.
Fair point!
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Deployable Assets damage system

Post by ytman »

Edit: Nevermind
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