Puma ATGM bug !

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solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Puma ATGM bug !

Post by solidfire93 »

there is an issue with the Puma IFV(the one with the ATGM)

my gunner told me that he can't move his turret while he select ATGM's !

i tested it ASAP and had same problem...

anyone else had this issue before ?

i encounter this issue 2 times, maps(Silent Eagle,Ulyanovsk)

Regards.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Puma ATGM bug !

Post by Frontliner »

The ATGM launcher is mounted externally on the turret and are locked to avoid damaging it when driving. Same applies to the Bradley. Doesn't apply to most other ATGMs because they're launched from the turret itself.

Feature works as intended. /thread
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Puma ATGM bug !

Post by solidfire93 »

thanks m8 ! glad to know that...

i dont gun that much thats why i thought it was a bug !
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Senshi
PR:BF2 Developer
Posts: 358
Joined: 2010-04-29 10:44

Re: Puma ATGM bug !

Post by Senshi »

You are right, it is fairly opaque that this is a "works as intended" feature.

PR is not good at documenting these kinds of odd "features". Some visual hint that the ATGM is locked (text in HUD?) would probably be great to have, but not that easy to implement either.
iglotruck
Posts: 190
Joined: 2015-12-14 20:46

Re: Puma ATGM bug !

Post by iglotruck »

They've added a green "Seek" to the HUD with HATs, TOWs, shouldn't be impossible to add a red "Locked" to the ATGMs, right?
UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: Puma ATGM bug !

Post by UTurista »

Unfortunately we're always conditioned with what the game itself allows us to do.
While the seek button is obtain achieved with "native" configuration values (.cons/.tweaks), the locked turret is done thru scripts (python), which means it can't communicate with the HUD elements.
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Puma ATGM bug !

Post by Roque_THE_GAMER »

does they really do this in combat? like, of couse the enemy will be kind to wait me to load my ATGM again.
[align=center]Sorry i cant into English...
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Puma ATGM bug !

Post by PatrickLA_CA »

'[R-CON wrote:UTurista;2111593']Unfortunately we're always conditioned with what the game itself allows us to do.
While the seek button is obtain achieved with "native" configuration values (.cons/.tweaks), the locked turret is done thru scripts (python), which means it can't communicate with the HUD elements.
Would it be possible to put a red circle when TOW is selected and when vehicle is moving which will turn green 5 or 10 seconds after the vehicle has stopped (as long as the TOW takes). This shouldn't be related to the python script at all.
In-game: Cobra-PR
UTurista
PR:BF2 Developer
Posts: 985
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Re: Puma ATGM bug !

Post by UTurista »

Roque_THE_GAMER wrote:does they really do this in combat? like, of couse the enemy will be kind to wait me to load my ATGM again.
IIRC in RL if you move these vehicles with the "ATGM" deployed it will break the launcher.

PatrickLA_CA wrote:Would it be possible to put a red circle when TOW is selected and when vehicle is moving which will turn green 5 or 10 seconds after the vehicle has stopped (as long as the TOW takes). This shouldn't be related to the python script at all.
It is related to python thou, you can't tell if a vehicle is moving or not unless you use a script to check the vehicle's position.
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Puma ATGM bug !

Post by Frontliner »

Roque_THE_GAMER wrote:does they really do this in combat? like, of couse the enemy will be kind to wait me to load my ATGM again.
For the Bradley, yes that seems to be done automatically. I can't tell for the Puma though since it's only recently introduced.

In PR 10 seconds are an eternity due to smaller map sizes, ridiculously powerful FLIR, etc., actual combat is slower paced and the 10 seconds may not take too much away from the general fighting prowess of the vehicle so it may be deemed as not too much of an issue. It also depends on the combat doctrine of each nation which dictates what is purchased or developed in the end to contribute to that doctrine.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
iglotruck
Posts: 190
Joined: 2015-12-14 20:46

Re: Puma ATGM bug !

Post by iglotruck »

'[R-CON wrote:UTurista;2111593']Unfortunately we're always conditioned with what the game itself allows us to do.
While the seek button is obtain achieved with "native" configuration values (.cons/.tweaks), the locked turret is done thru scripts (python), which means it can't communicate with the HUD elements.
Ah, I see.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Puma ATGM bug !

Post by Jacksonez__ »

Frontliner wrote:For the Bradley, yes that seems to be done automatically. I can't tell for the Puma though since it's only recently introduced.

In PR 10 seconds are an eternity due to smaller map sizes, ridiculously powerful FLIR, etc., actual combat is slower paced and the 10 seconds may not take too much away from the general fighting prowess of the vehicle so it may be deemed as not too much of an issue. It also depends on the combat doctrine of each nation which dictates what is purchased or developed in the end to contribute to that doctrine.
NATO / Western IFVs are basically made for defending, being efficient (=saving munitions, low fire speed) and killing ragheads Eeastern, Ex-USSR, Russian, etc. IFVs are made for attacking and destroying western armor. That's why they got "superior" ATGMs capabilities and higher firerate autocannons. Force attacks :D They aren't packing that much hi-tech stuff so I guess that's why they put some much effort on armament.

On the other hand: in real life they (east) don't care that much about driver & passenger comfort as much as western countries. Would suck to be in any ex-USSR APC or IFV during winter times, rather be in CV-90 or Warrior :roll: Comfy and warm, most likely.

Not any actual fact, just my speculations.

E: For example; Silent Eagle:

Would you rather have FLIR (Puma) or turret-moving-while-have-ATGM-loaded (BMP-2)? Puma can just sit on a hill and scan with FLIR, fire two TOW-2 while BMP-2 has to be quick with attacks. They are pretty well balanced. BMP-2M has thermal only for the gunner, while Bradley has thermal for both gunner and driver (iirc?)
Last edited by Jacksonez__ on 2015-12-17 16:22, edited 2 times in total.
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Puma ATGM bug !

Post by Roque_THE_GAMER »

what kind of damage? dust from the desert or the shaking of the atgm? and does they lower their atgm just to re-positioning to get a better angle?
[align=center]Sorry i cant into English...
[/align]
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Puma ATGM bug !

Post by solidfire93 »

still the BMP-2 is better than the PUMA (ATGM) imho !

i chased T-90 and we couldn't destroy it because of the shaky ATGM !

you can't wait all the time!

its not broken by any mean but still annoying as hell.
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