for a little while, but I doubt for very longBTW, will the feedback and suggestion sections remain locked for another 2 weeks? xD
PR: BF2 v0.97 Features List
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Rudd
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Re: PR: BF2 v0.97 Features List
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Souls Of Mischief
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Re: PR: BF2 v0.97 Features List
Is it intended for Puma to take 9 RPG's to the front or 6 RPG's to the side and only then catch on fire? Tested it on local and LOL'ed epicly'[R-DEV wrote:Jaymz;1648775']The acceleration changes to them were reverted, so they don't dip as ridiculously as they do in 0.96 anymore.
The damage changes against modern APC's/IFV's are like so (excludes things like the M113 and BTR-60),
0.96 and previous versions
1 x PG-7 round = Heavily damaged, possibly tracked or turret disabled
2 x PG-7 rounds = Destroyed
0.97
1 x PG-7 round = Damaged, still combat effective. Unlikely to be tracked or have turret disabled.
2 x PG-7 rounds = Heavily Damaged, possibly tracked or turret disabled
3 x PG-7 rounds = Destroyed
This applies only to the standard PG-7 projectile. The tandem warhead is unaffected.
Though still not quite realistic (certain ones can take lots of hits without sustaining any significant damage, irl) it's a much better representation than what we have now.
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Jaymz
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Re: PR: BF2 v0.97 Features List
The Puma uses a different armour system to all other modern APC/IFV's in-game. With the level 3 protection package (which is what [R-DEV]Kaijleor modelled it with) it is considered to be the most protected IFV in the world (rivalled only by the IDF's Namer, which is literally built on tank chassis) and it weighs about 40 tonnes. We wanted to reflect that in-game.Souls Of Mischief wrote:Is it intended for Puma to take 9 RPG's to the front or 6 RPG's to the side and only then catch on fire? Tested it on local and LOL'ed epiclyDidn't test how many shots it takes to the rear.
We accept that the Marder would have been more appropriate as far as Lashkar Valley is concerned, but the Puma is what was made, so be it.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Souls Of Mischief
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Re: PR: BF2 v0.97 Features List
That explains it, heared about the Pumas armor being quite strong few months ago. Thanks for the clarification! Now I know what I'm going to do on Lashkar 
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ShockUnitBlack
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Re: PR: BF2 v0.97 Features List
I really like the improved APC survivability. In general I feel vehicles aren't as big a threat on the battlefield as they should be, mostly because they're too vulnerable to AT weapons.
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Foxxy
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Re: PR: BF2 v0.97 Features List
ShockUnitBlack wrote:I really like the improved APC survivability. In general I feel vehicles aren't as big a threat on the battlefield as they should be, mostly because they're too vulnerable to AT weapons.
Which is why infantry should screen the APCS from the front to eliminate any Anti Tank threats. But the problem with that is that not many squads actually do that
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ghostfool84
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Re: PR: BF2 v0.97 Features List
What does that exactly mean?Increased efficiency of medic resuscitate
[KSK]
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goguapsy
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Re: PR: BF2 v0.97 Features List
Oh okay. I was wondering why did they even link the sound to the gun in the first place.[R-DEV]Rudd wrote:because very few things are 100% perfect when they are put ingame, theres usually something wrong, a texture inconsistency, a sound, a misalignment or whatever.
its pretty nice that even this small sound is given the appropriate attention![]()
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Jorgee!
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Re: PR: BF2 v0.97 Features List
Not sure if it's like "Reality"......'[R-DEV wrote:AncientMan;1647971']Project Reality: BF2 v0.97 Features
Materials
- Decreased 70mm unguided rocket explosion damage vs caches by a significant amount
- Decreased ATGM/TOW explosion damage vs caches by 75%
- Decreased 5.56mm damage vs scout heli armor by 50%
- Decreased 7.62mm damage vs scout heli armor by 25%
When you hitt a building with a war helicopter, doesn't all inside get destroyed?
A TOW missile or ATGM is very powerful too....
Last edited by Jorgee! on 2011-08-22 17:46, edited 1 time in total.
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BloodyDeed
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Re: PR: BF2 v0.97 Features List
The hands will push corpses a little bit further so you will be able to push players better out of objects.ghostfool84 wrote:What does that exactly mean?

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MADsqirrel
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Re: PR: BF2 v0.97 Features List
Thank you for the awesome work with the Panzerfaust 3! Its perfect now, like RL( I am shooting the Panzerfaust in RL from time to time)
Excellent work!
Excellent work!
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Stealthgato
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Re: PR: BF2 v0.97 Features List
Gameplay.Jorgee! wrote:Not sure if it's like "Reality"......
When you hitt a building with a war helicopter, doesn't all inside get destroyed?
A TOW missile or ATGM is very powerful too....
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Bringerof_D
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Re: PR: BF2 v0.97 Features List
if i recall correctly the brits started with 4 challengers in .96evya wrote:Wait what -Fixed Burning Sands balance issues to address the horde of Challenger 2s
Now I've barely played burning sands, but how many challengers are there?
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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Jorgee!
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Re: PR: BF2 v0.97 Features List
Yes but pages before a DEV was talking about Reality on how much RPG hits an APC can take without being disabled....Stealthgato wrote:Gameplay.
So, its like reality for USA / NATO and gameplay for OPFOR...... so some get favoured where the others don't
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Rissien
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Re: PR: BF2 v0.97 Features List
Insurgents get 2 rpgs per cache, plus any at main, not hard to kill apcs with. Wheres caches, people have been still using whatever method they could find to kill caches at range from saftey, theyve already done it once before.
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Jaymz
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Re: PR: BF2 v0.97 Features List
Jorgee! wrote: When you hitt a building with a war helicopter, doesn't all inside get destroyed?
That change is done to counteract an issue with the BF2 engine.Stealthgato wrote:Gameplay.
Basically, any weapon with an explosion radius (like a 70mm rocket fired from a helicopter) will deal damage to any vehicle/static within it's explosion radius regardless of how much cover it's in. So 70mm rockets were able to damage a cache even if it was behind 10 meters of reinforced concrete. This change prevents that.
There is also, as mentioned, gameplay reasons. The whole idea is that BLUFOR searches for, and assaults/clears, cache positions so that infantry can dispose of them. The challenge for BLUFOR is to move in and have to deal with the multitude of different threats the insurgents pose in close ranges. Being able to destroy caches in a stand-off manner neglects this.
Last edited by Jaymz on 2011-08-22 19:20, edited 1 time in total.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Ahzrukhal
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Re: PR: BF2 v0.97 Features List
This is what needed to be done! Good Job, I am looking forward to this 
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bessert
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Re: PR: BF2 v0.97 Features List
I don't get it really . Why it is always realism for BLUFOR and gameplay for INS ? I've tested it as well and yeah , it took 10 RPG-7 rounds to destroy it .'[R-DEV wrote:Jaymz;1649047']The Puma uses a different armour system to all other modern APC/IFV's in-game. With the level 3 protection package (which is what [R-DEV]Kaijleor modelled it with) it is considered to be the most protected IFV in the world (rivalled only by the IDF's Namer, which is literally built on tank chassis) and it weighs about 40 tonnes. We wanted to reflect that in-game.
We accept that the Marder would have been more appropriate as far as Lashkar Valley is concerned, but the Puma is what was made, so be it.





