What a weapon cache explosion should look and sound like
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nicoX
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Hotrod525
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Re: How a weapon cache explosion should look and sound like
nicoliani wrote:
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Hum... the weapon cache in PR is about less than 2000 rounds, may be 10 grenades, 6 RPG and 2 IGLA... i'm not pretty sure that all this combine do not blow as much as you're video describe it
Last edited by Hotrod525 on 2012-06-14 00:03, edited 1 time in total.

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SShadowFox
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Re: How a weapon cache explosion should look and sound like
Yes, new sounds for the cache explosion and also higher explosion radius so to destroy only with C4.
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JimmyKid1996
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Re: How a weapon cache explosion should look and sound like
To make the Combat Engineer more valuable?SShadowFox wrote:Yes, new sounds for the cache explosion and also higher explosion radius so to destroy only with C4.
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CopyCat
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Re: How a weapon cache explosion should look and sound like
IG grenades are just effective as C4 explosives (depending on the quantity and size of the C4).
Making the C4 more valuable on INS mode will unbalance the game play I think...
/CC
Making the C4 more valuable on INS mode will unbalance the game play I think...
/CC
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nicoX
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Re: How a weapon cache explosion should look and sound like
I was just more or less impressed by the echoes and the flames. It's something we lack in in PR. And as caches usually are in urban areas, echoes should have a higher impact.
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Kain888
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Re: How a weapon cache explosion should look and sound like
I agree, the more dubstep in game we have the better.
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CopyCat
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Re: How a weapon cache explosion should look and sound like
Haha Kain Dubstep ?! xD me like... (Y)
Actually maybe we should propose that to Anders and the gang to make it in next Soundmod
and Devs in next PR patch.
Actually maybe we should propose that to Anders and the gang to make it in next Soundmod
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saXoni
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Re: What a weapon cache explosion should look and sound like
That depends on the amount of ammunition there is in the cache. The weapon caches in PR are quite small, which means it doesn't explode like that.nicoliani wrote:
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maniac1031
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Re: What a weapon cache explosion should look and sound like
Idk how realistic it is but if any one has played Far cry 2 when you light an ammo depot on fire rounds start going of and flying every where. Now that would be awesome seeing as how much ammo they have in them.
I just realized that irl it would be the casing flying everywhere which would still be cool because that would prob hurt a good amount getting hit by hot casings that were basically shot at you.
I just realized that irl it would be the casing flying everywhere which would still be cool because that would prob hurt a good amount getting hit by hot casings that were basically shot at you.
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Ninja2dan
- Retired PR Developer
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Re: What a weapon cache explosion should look and sound like
The size of an explosion will depend on far too many factors to just point at one video and say "that's how it would look". The munition caches in PR are supposed to represent a small supply of small arms such as rifle magazines, hand grenades, RPG rocket components, etc. Smaller caches meant to supply or resupply a small number of people, not one huge stockpile/surplus of inventory being stored to support the entire city.
The level of detonation is also there to represent a rapid action team destroying the cache in a short amount of time using limited explosives. In theory, OPFOR isn't spending the hours needed to properly secure and destroy a cache using large masses of explosives, they are there using smaller block charges to do maximum damage with minimal prep, just enough to get the job done and move on to the next cache in the given time.
I wouldn't mind seeing better effects, but even with the pimpness of developers and contributors on the staff, engine limitations and other factors limit what can be done without having a negative impact on other areas.
The level of detonation is also there to represent a rapid action team destroying the cache in a short amount of time using limited explosives. In theory, OPFOR isn't spending the hours needed to properly secure and destroy a cache using large masses of explosives, they are there using smaller block charges to do maximum damage with minimal prep, just enough to get the job done and move on to the next cache in the given time.
I wouldn't mind seeing better effects, but even with the pimpness of developers and contributors on the staff, engine limitations and other factors limit what can be done without having a negative impact on other areas.

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Carbonade
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Re: What a weapon cache explosion should look and sound like
Relevant:


(BTW:Someone please confirm this is the current version of the cache being used ingame, seing that the molotovgrenades has been removed from the kit ingame)
In my opinion the explosion in the video was about right considering the amount of explosives.


(BTW:Someone please confirm this is the current version of the cache being used ingame, seing that the molotovgrenades has been removed from the kit ingame)
In my opinion the explosion in the video was about right considering the amount of explosives.
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Ninja2dan
- Retired PR Developer
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Re: What a weapon cache explosion should look and sound like
The explosion see in those videos appears to be equivalent to at least several hundred pounds of high-explosive combined with some lower-velocity conventional explosives likely as part of small-arms ammunition.Carbonade wrote: In my opinion the explosion in the video was about right considering the amount of explosives.
With a small cache such as those examples shown in the images you linked, it wouldn't require more than a dozen or so M112 blocks to take care of the problem. With each M112 being only 1.25lb of C4, a dozen would be roughly 15lbs of C4. Combine about 15lbs of C4 with the various hand grenades, rocket assemblies, mines, small-arms ammunition, etc, and you'll still have an explosion that is much smaller than the one shown in that video.
Even setting off a handful of 155mm HE shells with C4 charges isn't going to produce a fireball and blast that big. Trust me, I know from first-hand experience.

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CopyCat
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Re: What a weapon cache explosion should look and sound like
Amen to THAT ![R-DEV]Ninja2dan wrote:The explosion see in those videos appears to be equivalent to at least several hundred pounds of high-explosive combined with some lower-velocity conventional explosives likely as part of small-arms ammunition.
With a small cache such as those examples shown in the images you linked, it wouldn't require more than a dozen or so M112 blocks to take care of the problem. With each M112 being only 1.25lb of C4, a dozen would be roughly 15lbs of C4. Combine about 15lbs of C4 with the various hand grenades, rocket assemblies, mines, small-arms ammunition, etc, and you'll still have an explosion that is much smaller than the one shown in that video.
Even setting off a handful of 155mm HE shells with C4 charges isn't going to produce a fireball and blast that big. Trust me, I know from first-hand experience.
/CC
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SShadowFox
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Re: What a weapon cache explosion should look and sound like
Whoa, but I think would be good using only C4 to destroy the ammo cache, because, IRL the explosion radius is much bigger than in PR, and the soldiers may not have time to run away and don't get hurt by the explosion I think.
Maybe giving the blast radius more 5 meters should do the trick.
You're the military adviser, so tell me, how does the soldiers destroy a Ammo Cache IRL?
Maybe giving the blast radius more 5 meters should do the trick.
You're the military adviser, so tell me, how does the soldiers destroy a Ammo Cache IRL?
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CopyCat
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Re: What a weapon cache explosion should look and sound like
Dude, He just did...
IG grenades are enough effective damage to take out small cache/ammo crate piles - limiting the ability to destroy the cache with only C4 explosives and by that meaning you have to tweak either cache "hp" or the "armor" so to say (decreasing to balance it out with current C4 damage capability ingame), will give other players to exploit bugs and other means to destroy it. Not to mention that you will either as I said have to tweak the cache it self or the C4 which means increasing the damage "output" of that C4 - which will result that C4 will be a "handheld JDAM", which will be able to take out Main battle tanks. And last but not least either increase the amount of available *special* kit/role - "Combat Engineer" will give the players the ability to run around using it to other stuff and roles then it is meant for and as some DEVs' says (no offense) this will be "unrealistic" or just simply... That is not the way conventional forces go with (Correct me if I'm wrong =)). As the word goes here, for every asset, weapon, map, faction etc you have to balance it out.
I agree on maybe new special effects on the explosion of the Caches if possible, that would be fantastic.
/CC
EDIT: Btw in game wise, a explosive radius of a handheld grenade is 25 - 40 meters, a pipe bomb 50 - 100, Claymore 75 m and a C4 and Artty IED 200+ m. I think the explosive radius right now is pretty fine and realistic, with the fact that there is several IED stuff, RPG rockets of different kind and handheld grenades.
IG grenades are enough effective damage to take out small cache/ammo crate piles - limiting the ability to destroy the cache with only C4 explosives and by that meaning you have to tweak either cache "hp" or the "armor" so to say (decreasing to balance it out with current C4 damage capability ingame), will give other players to exploit bugs and other means to destroy it. Not to mention that you will either as I said have to tweak the cache it self or the C4 which means increasing the damage "output" of that C4 - which will result that C4 will be a "handheld JDAM", which will be able to take out Main battle tanks. And last but not least either increase the amount of available *special* kit/role - "Combat Engineer" will give the players the ability to run around using it to other stuff and roles then it is meant for and as some DEVs' says (no offense) this will be "unrealistic" or just simply... That is not the way conventional forces go with (Correct me if I'm wrong =)). As the word goes here, for every asset, weapon, map, faction etc you have to balance it out.
I agree on maybe new special effects on the explosion of the Caches if possible, that would be fantastic.
/CC
EDIT: Btw in game wise, a explosive radius of a handheld grenade is 25 - 40 meters, a pipe bomb 50 - 100, Claymore 75 m and a C4 and Artty IED 200+ m. I think the explosive radius right now is pretty fine and realistic, with the fact that there is several IED stuff, RPG rockets of different kind and handheld grenades.
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nicoX
- Posts: 1181
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Yet opfor is spending all their time and risking casualties, bringing in armor just to destroy a small gather of fire arms. How obscure.[R-DEV]Ninja2dan wrote:The size of an explosion will depend on far too many factors to just point at one video and say "that's how it would look". The munition caches in PR are supposed to represent a small supply of small arms such as rifle magazines, hand grenades, RPG rocket components, etc. Smaller caches meant to supply or resupply a small number of people, not one huge stockpile/surplus of inventory being stored to support the entire city.
The level of detonation is also there to represent a rapid action team destroying the cache in a short amount of time using limited explosives. In theory, OPFOR isn't spending the hours needed to properly secure and destroy a cache using large masses of explosives, they are there using smaller block charges to do maximum damage with minimal prep, just enough to get the job done and move on to the next cache in the given time.
I wouldn't mind seeing better effects, but even with the pimpness of developers and contributors on the staff, engine limitations and other factors limit what can be done without having a negative impact on other areas.
Maybe change the gameplay, with bigger and other smaller caches. Req more intel for the bigger...
Last edited by nicoX on 2012-06-14 08:24, edited 2 times in total.
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CopyCat
- Posts: 353
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Re: What a weapon cache explosion should look and sound like
You mean Bluefor, as in NATO (Blue) forces and OpFor as in Opposition forces
Just so it wont confuse people, and I believe you were talking about Bluefor. Every conventional force (team) never goes in somewhere without proper intel, backup, plan and support - Basically in game, we're going in hunting a cache in city's full of enemy contacts and with possible 7 caches on hidden locations. Going in without Kiwoa spotting and armored transport/support the infantry basically lost. What Conventional forces know, is that they have the technology and the firepower, but only on long / mid distance - but when going in CQB they are very dependent on intel, CAS and teamwork with other units/squads. While Opfor (insurgents) has the most upper hand in the city in CQB's with perfect PKM/RPG ambushes, IED's and AK's in every alley, they rely on quantity (hence no tickets). Another thing about conventional forces, is that they care about the loses and casualties - that implies to the Project Reality aspect or as to say thought, but the problem is that sometimes Bluefor isn't playing with proper strategy or even teamwork, leading to alot of asset waste and ticket waste by infantry. Take for example Events, PRTA/NEW/Merk servers, clan wars and tournaments - they have proper squads, units, assets, roles and strategic guidelines / plans leading to an outstanding teamwork and gameplay, where only with a little bit of luck or maybe a good team on OpFor can stop the NATO Forces. I believe at this point Project Reality mod has come closest to simulate Insurgency mode like no other else in FPS genre and Thank you for that DEV's !
/CC
/CC
Last edited by CopyCat on 2012-06-14 12:39, edited 1 time in total.
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DNA9881
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Re: What a weapon cache explosion should look and sound like
Meanwhile IRL... JDAMs EVERYWHERE!!!!!!
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SShadowFox
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Re: What a weapon cache explosion should look and sound like
Actually you can destroy a cache with only one C4 no need to increase the explosion damage.

