[0973] super gary

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tankninja1
Posts: 962
Joined: 2011-05-31 22:22

[0973] super gary

Post by tankninja1 »

I was on CIA playing FAllujah and dumped 60AP and 5HE+100round of coax into the front of a gary, it survived and drove right up too me and killed me

No video as I don't keep recording programs running 24/7

Steps to reproduce: Who knows never seen this before

Fallujah West INS 64, CIA Hookers and Kokan
Last edited by tankninja1 on 2012-05-19 15:50, edited 1 time in total.
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sharpie
Posts: 1434
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Re: [0973] super gary

Post by sharpie »

Proper post format, c'mon brother.
https://www.realitymod.com/forum/f26-pr ... -bugs.html

I'm going to assume it has something to do with hitboxes, maybe lag. Dunno.
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PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: [0973] super gary

Post by PoisonBill »

-map name
-game mode / layer
-server name (if not dedicated list as local)
-version number

Seems to be most important, imo.
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Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: [0973] super gary

Post by Stealthgato »

Doubt it were that many rounds, but sometimes the dumptrucks have buggy hit detection. More than once have I hit a gary with a TOW from the Bradley and it didn't die.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: [0973] super gary

Post by tankninja1 »

it was that many rounds he got stuck for a minute thats when i dumped most on the ammo into him, watched the ammo counter count down
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=HCM= Shwedor
Posts: 432
Joined: 2009-09-04 22:17

Re: [0973] super gary

Post by =HCM= Shwedor »

I've been hit by a TOW, tank shell, AT4 and various small arms all in a single gary before. I just took all the hits for no damage and blew up the tank on Karbala. The TOW and tank round literally hit the windshield of the dumptruck and nada with the small arms being rather ineffectual.
shwedor
BroCop
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Re: [0973] super gary

Post by BroCop »

tankninja1 wrote:it was that many rounds he got stuck for a minute thats when i dumped most on the ammo into him, watched the ammo counter count down
So you are telling me you kept shooting at him for 5 straight minutes during a public game?

Seems like A) You are either exaggerating, B) You are tripping
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[508th_PIR] Grey
Posts: 313
Joined: 2011-09-12 02:31

Re: [0973] super gary

Post by [508th_PIR] Grey »

I killed a Gary last weekend with just a few rounds of HE from the Warrior, but a DShK techie took ~12 rounds and kept on rolling. AP from now on, I guess.
dtacs
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Re: [0973] super gary

Post by dtacs »

Regardless of whether or not he is exaggerating, the Gary already takes a ridiculous amount of shots to take down. An HE round to the windscreen would penetrate obliterate the occupants without question.

This is ignoring the silly concept that is the Gary anyway, a dump truck laden with two 2000lb'ers driving around rural farmland Kokan is unrealistic by its very nature. But if its insisted that it remain then some balancing has to happen both to its physics (floats across the terrain) and its hitbox/damage modifiers.
mockingbird0901
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Re: [0973] super gary

Post by mockingbird0901 »

CroCop wrote:So you are telling me you kept shooting at him for 5 straight minutes during a public game?

Seems like A) You are either exaggerating, B) You are tripping
Where are you getting 5 minutes from?
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tankninja1
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Re: [0973] super gary

Post by tankninja1 »

Bradly main gun fires at about 200rpm and i was shooting at it for about 1-1:30 minutes, as I saw him a mile out and he got stuck several times
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [0973] super gary

Post by BroCop »

IIRC there is a 7 second reload after each shot. 60 * 7 gives us 420 seconds. So actually I kinda downplayed the actual time needed to fire 60 AP rounds and switch to HE to fire additional 5.
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Tim270
PR:BF2 Developer
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Re: [0973] super gary

Post by Tim270 »

Thank you for the feedback.
billysmall44
Posts: 160
Joined: 2011-07-23 20:05

Re: [0973] super gary

Post by billysmall44 »

I noticed this before. I usually shoot the bejesus out of the ground around it with HE. Sometimes the splash KO's the driver. But this doesn't seem legit. All that ammo going into a gary has got to do something. Whatevs. Lag, or L33t hacks. I agree the gary is a bit buggy none the less.
Sgt. Mahi
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Re: [0973] super gary

Post by Sgt. Mahi »

Yeah yeah and sometimes you have to put 3 rpg shots in a tank for it to go down. Life is hard!

Nerf the Gary if you must but please don't make it too weak to do anything with it. Insurgents are already nerfed too much IMO.
Peace is that brief glorious moment in history when everybody stands around reloading
Stealthgato
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Joined: 2010-10-22 02:42

Re: [0973] super gary

Post by Stealthgato »

Yesterday on Kokan my squad hit 2 different Garys with the TOW emplacement and they survived. The first needed a second TOW hit to die and 20 minutes later when another came it got hit with the TOW and once more kept going. This also happened with the Bradley's TOW in the past and with the Abrams' cannon aswell.
Navo
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Re: [0973] super gary

Post by Navo »

It also got me killed.
Truism
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Re: [0973] super gary

Post by Truism »

dtacs wrote:Regardless of whether or not he is exaggerating, the Gary already takes a ridiculous amount of shots to take down. An HE round to the windscreen would penetrate obliterate the occupants without question.

This is ignoring the silly concept that is the Gary anyway, a dump truck laden with two 2000lb'ers driving around rural farmland Kokan is unrealistic by its very nature. But if its insisted that it remain then some balancing has to happen both to its physics (floats across the terrain) and its hitbox/damage modifiers.
DTACS telling it like it is.

Yeh, there have been box trucks filled with thousands of kilos of explosives used in Iraq and Afghanistan (and Oklahoma), but they're really not common enough to be written into the game as the Insurgent's only reasonable counter to armour. The fact that they were introduced into this role necessitated giving them incredibly unrealistic armour that contributes to bugs like the one OP posted (though almost certainly this was primarily caused by BF2's borderline farcical hit detection).

I will hijack this thread if I go much further, but the bottom line is that if Insurgency were designed properly, the Insurgents wouldn't need a kinetic counter to armour to effectively deal with it. When Insurgency starts being something other than Operation Phantom Fury in a half dozen colour palettes and terrain sets, having armoured suicide MOABs roaming the streets won't be necessary.
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