Just to be clear it isn't 0% splash damage, they do have splash damage that kills infantry within a small radius (something like 5m off the top of my head) and will badly damage unarmoured vehicles, but to armoured ones they will do very little damage at all, depending on the thickness of the armour ofc.'Ghostwolf[GER wrote:;1992183']Yes, ATGMs are cool with 0% splash damage vs armored targets.
Current CAS ATGMs
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Rhino
- Retired PR Developer
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Re: Current CAS ATGMs
- Ason
- PR:BF2 Developer
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Re: Current CAS ATGMs
That's how it should be imo. If they are used against armor in real life, the projectile is designed in a way to take out the target with direct hits right? I mean much of the effect of it is lost if hitting the ground beside the tank no?[R-DEV]Rhino wrote:Just to be clear it isn't 0% splash damage, they do have splash damage that kills infantry within a small radius (something like 5m off the top of my head) and will badly damage unarmoured vehicles, but to armoured ones they will do very little damage at all, depending on the thickness of the armour ofc.
If anything I think the radius for infantry should be increased to 10m.
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Ghostwolf
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Re: Current CAS ATGMs
Well that splash damage is absolutely comprehensible.[R-DEV]Rhino wrote:Just to be clear it isn't 0% splash damage, they do have splash damage that kills infantry within a small radius (something like 5m off the top of my head) and will badly damage unarmoured vehicles, but to armoured ones they will do very little damage at all, depending on the thickness of the armour ofc.
But it is still close to 0% vs armored targets, right?
Or how many rockets do you need to kill a tank with close, but no direct hits?
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Rhino
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Re: Current CAS ATGMs
Indeed this is my view too, other than increasing inf damage since if the missile hits the ground, most of the warheads power is directed into the ground and only the resulting rebounding blast from that is what dose the damage which is only a small faction of the warheads power since most of that was used up in digging a hole.Ason wrote:That's how it should be imo. If they are used against armor in real life, the projectile is designed in a way to take out the target with direct hits right? I mean much of the effect of it is lost if hitting the ground beside the tank no?
If anything I think the radius for infantry should be increased to 10m.
Actually your right, the explosion dose zero damage to tanks and even most APCs currently...'Ghostwolf[GER wrote:;1992290']Well that splash damage is absolutely comprehensible.
But it is still close to 0% vs armored targets, right?
Or how many rockets do you need to kill a tank with close, but no direct hits?
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Ghostwolf
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Re: Current CAS ATGMs
And that is in my opinion a good thing. Since if they do splashdamage vs armored targets, you can use ingame bugs to get an unbalanced advantage.[R-DEV]Rhino wrote:Actually your right, the explosion dose zero damage to tanks and even most APCs currently...
But the splashdamage vs soft targets seems to be comprehensible and balanced.
So overall, the Devs did a good job with the CAS helicopters.
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viirusiiseli
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Re: Current CAS ATGMs
The direct-hit requirement is good, but needing 2 shots to kill a tank with them is not good imo. The hellfires could be buffed a little bit against infantry aswell.
- Daniel
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Re: Current CAS ATGMs
I an pretty sure it is that, but at least more than the 5m mentioned by Rhino, cause I am sure the hellfire warheads have some deadly pellets to kill infantry on at least 10m... (also experienced in PR...)Ason wrote:If anything I think the radius for infantry should be increased to 10m.
And yes, 2 Hellfires for a tank is NOT okay (1 missile kills).
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viirusiiseli
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Re: Current CAS ATGMs
< deleted, useless content >
Last edited by Spec on 2014-03-23 09:49, edited 1 time in total.
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Rhino
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Re: Current CAS ATGMs
Not 100% true, it depends where on the tank a Hellfire hits.viirusiiseli wrote:The direct-hit requirement is good, but needing 2 shots to kill a tank with them is not good imo. The hellfires could be buffed a little bit against infantry aswell.
If it hits the rear or top of the tank, its dead instantly. If it hits the side then its got a second or so before it blows. If it hits the front however, its HP is very, very slightly above its critical damage point, meaning that even if it just drives drives over some rough ground badly ingame (before or after being hit) its probably going to be in critical and have a few secs before it blows and the chopper could just give it even a spurt of its cannon to finish it off if its full HP before hit.
To go into more detail in this:
- A Main Battle Tank (MBT) has 1700 HP
- And goes into Critical Damage at 260 HP (when it starts to burn/bleed, loosing HP at 16 HP/Sec)
- A Front hit with a Hellfire Missile 1430 damage, leaving 270 HP, 10 HP (which is nothing) above critical damage, and assuming it lost those 10 HPs, before being hit, from terrain or w/e, the crew would have 16.25 secs to bail before it blew.
- A Side hit with a Hellfire Missile 1650 damage, leaving 50 HP, which is in critical damage leaving 3.125 seconds for the crew to bail.
- A Rear/Top hit with a Hellfire Missile 1760 damage, resulting in -60 HP, which means it blows up instantly after being hit, giving the crew no chance to get out.
- However if hit by a Maverick Missile or pretty much any other jet AtG missile, its dead where ever it hits instantly by a long way.
I hope that clears that up
The file says 12m radius but I'm unsure where the full off is but yes in all likelihood without testing, if your in a 10m radius of this going off on foot, your going to be killed.Daniel wrote:I an pretty sure it is that, but at least more than the 5m mentioned by Rhino, cause I am sure the hellfire warheads have some deadly pellets to kill infantry on at least 10m... (also experienced in PR...)
Also don't be confused by the different types of Hellfire missiles out there. Wile some afaik are designed to kill infantry with a massive blast, the one we are portraying in PR is the version that is meant to destroy armoured vehicles. As such it doesn't, to my knowledge have any "pellets" in them, the shrapnel that's thrown up after the blast from hitting the ground, comes from the ground from the rebond of the explosion digging a massive hole into the ground since the missile is meant to direct all its energy into defeating tank armour.
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[F|H]Zackyx
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Re: Current CAS ATGMs
I think the best solution is to give 2 Kind of missile for the gunner of atack chopers thermobaric One for Infantry (Hellfire MAC / Ataka-V F ) and the regular Heat for Anti Armor. Also maybe you could Give a limited number of Heat Hydras/S8 (like 10 ) for the pilot.
The best solution i think is to give Multiple choices to crew like we have in tanks and apcs because one missile for everything is not good, and i think the Heat missile should deal more splash damage to light vehicules ( Jeeps, wheeld apcs ... )
The best solution i think is to give Multiple choices to crew like we have in tanks and apcs because one missile for everything is not good, and i think the Heat missile should deal more splash damage to light vehicules ( Jeeps, wheeld apcs ... )
Last edited by [F|H]Zackyx on 2014-03-22 13:24, edited 1 time in total.
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Rhino
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Re: Current CAS ATGMs
If you could somehow designate the load out you had before you took off, I would agree that wouldn't be so bad BUT being able to pick between the two when above the target without having to sacrifice one or the other in advance isn't really realistic or good for gameplay either.'[F|H wrote:Zackyx;1992612']I think the best solution is to give 2 Kind of missile for the gunner of atack chopers thermobaric One for Infantry (Hellfire MAC / Ataka-V F ) and the regular Heat for Anti Armor. Also maybe you could Give a limited number of Heat Hydras/S8 (like 10 ) for the pilot.
The best solution i think is to give Multiple choices to crew like we have in tanks and apcs because one missile for everything is not good, and i think the Heat missile should deal more splash damage to light vehicules ( Jeeps, wheeld apcs ... )
As such, having the missiles vs armour and cannon vs inf/light vehicles is more than enough for the chopper to choose between on the fly anyways.
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[F|H]Zackyx
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Re: Current CAS ATGMs
For the russian chopper it won't be a problem since we are 16 missile we could easily have 8 to 5 thermobarics missiles and 8 to 11 Heats.
It might be a problem Atack choppers with 8 missiles but i think we could give at least 2 thermobaric and 6 heat, because when im a gunner i always engage infantry at least 1 once or twice per sortie with my missile because hiting inf on the move with the canon is pretty hard.
And you could give to the hind some S8 heat rocket because it has a huge number of rockets but its pretty hard to kill apc with it
Is it possible to have to different "magazine" in chopper like in tank or apc ?
It might be a problem Atack choppers with 8 missiles but i think we could give at least 2 thermobaric and 6 heat, because when im a gunner i always engage infantry at least 1 once or twice per sortie with my missile because hiting inf on the move with the canon is pretty hard.
And you could give to the hind some S8 heat rocket because it has a huge number of rockets but its pretty hard to kill apc with it
Is it possible to have to different "magazine" in chopper like in tank or apc ?
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Rhino
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Re: Current CAS ATGMs
I may be wrong but I don't believe that different types of missile are mixed on the same chopper. At least I've never heard of it being done.
And again, I can only see us having such a load out on maps vs only infantry and not any armoured vehicles, and even then to my knowledge in Afghanistan Apaches are equipped with the normal AT hellfires as they cause less collateral damage, as well as able to penetrate deep into a compound building.
Anyways your going really off topic with this as this topic is about the missiles vs armour, not vs infantry.
And again, I can only see us having such a load out on maps vs only infantry and not any armoured vehicles, and even then to my knowledge in Afghanistan Apaches are equipped with the normal AT hellfires as they cause less collateral damage, as well as able to penetrate deep into a compound building.
Anyways your going really off topic with this as this topic is about the missiles vs armour, not vs infantry.
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Professorson
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Re: Current CAS ATGMs
Self proclaimed greatest gunner ever here..
just played pr for first time ever since 1.0 came out and i think its pretty balanced, nerfing of Hellfires seems to bring helis into line giving the uselessness of AA..
and I'm enjoying the helis without AA Missiles definitely puts much more of a focus on ground attacks.
goodwork devs
just played pr for first time ever since 1.0 came out and i think its pretty balanced, nerfing of Hellfires seems to bring helis into line giving the uselessness of AA..
and I'm enjoying the helis without AA Missiles definitely puts much more of a focus on ground attacks.
goodwork devs
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_Fizzco_
- Posts: 266
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Re: Current CAS ATGMs
ZOMG come say hi on TS <3Professorson wrote:Self proclaimed greatest gunner ever here..
just played pr for first time ever since 1.0 came out and i think its pretty balanced, nerfing of Hellfires seems to bring helis into line giving the uselessness of AA..
and I'm enjoying the helis without AA Missiles definitely puts much more of a focus on ground attacks.
goodwork devs

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Roque_THE_GAMER
- Posts: 520
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Re: Current CAS ATGMs
Nope, i am the best gunner in PR and i agreedProfessorson wrote:Self proclaimed greatest gunner ever here..
just played pr for first time ever since 1.0 came out and i think its pretty balanced, nerfing of Hellfires seems to bring helis into line giving the uselessness of AA..
and I'm enjoying the helis without AA Missiles definitely puts much more of a focus on ground attacks.
goodwork devs
[align=center]Sorry i cant into English...
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Professorson
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Re: Current CAS ATGMs
inbox me the deeeeeets , i'll come by on the weekend !_Fizzco_ wrote:ZOMG come say hi on TS <3
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[F|H]Zackyx
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Re: Current CAS ATGMs
Project Reality v1.1.6.0 Saaremaa full round : CAS cobra - YouTube'[R-DEV wrote:K4on;2005903']Feel free to discuss here. A lot people claim that CAS ATGMs are fine in general:
https://www.realitymod.com/forum/f112-p ... atgms.html
Is this normal ? ( watch until 30:50)
I shot 2 well aimed Hellfires at and AA emplacement still up ! I come back i do a long gun run on it still up , i come back a third time and only then its down , for TOWS its the same they are insanely strong . Splash is fine for Inf but for emplacements a light vehiculs its realy realy bad you should be able to kill emplacement and to people maning much more quicker.
You miss an unarmored truck / jeep by 1 cm and its drive no problem what so ever its insane the level of skill you need to achieve in order to hit a jeep moving at full speed with 100 ping.
Some time i have to shoot 6/7 ATGM at one jeep/truck because there is no splash and i have a 100 ping this realy bad.
The canon damage is realy bad also.
Last edited by [F|H]Zackyx on 2014-05-16 12:09, edited 1 time in total.
- Daniel
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Re: Current CAS ATGMs
Stop complaining, Zackyx, I am sorry for your 100 ping of course, but this is a problem on your side when playing on EU server and having no ping of 20-60 or so...
Missile damage vs. vehicles fine imo (as mentioned already previously direct hits on heavy vehicles needed is realistic, and light vehicles take some splash damage), also the ATGM splash damage against infantry is fine, as I recently was hiding behind a wall (as infantry), Havoc shot ATGM, missed me by 20 m and I did not get any scratch, as it was just a safe distance.
Zackyx, all you have to do (and I can imagine it is not that easy!!) with your 100 ping is to aim slightly AHEAD of fast moving vehicles (in order for hitbox to register the hit)! :/
And cannon damage vs. infantry is fine, not sure how much damage it does vs. any vehicle.
Missile damage vs. vehicles fine imo (as mentioned already previously direct hits on heavy vehicles needed is realistic, and light vehicles take some splash damage), also the ATGM splash damage against infantry is fine, as I recently was hiding behind a wall (as infantry), Havoc shot ATGM, missed me by 20 m and I did not get any scratch, as it was just a safe distance.
Zackyx, all you have to do (and I can imagine it is not that easy!!) with your 100 ping is to aim slightly AHEAD of fast moving vehicles (in order for hitbox to register the hit)! :/
And cannon damage vs. infantry is fine, not sure how much damage it does vs. any vehicle.
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[F|H]Zackyx
- Posts: 297
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Re: Current CAS ATGMs
Did you watch what i linked ?
How can you call this fine ?
You think i dont know how to properly lead a target ? did you watch what i linked ?
Canon do no damage watch what i sent.
How can you call this fine ?
You think i dont know how to properly lead a target ? did you watch what i linked ?
Canon do no damage watch what i sent.


