Tips for destroying deployables

General discussion of the Project Reality: BF2 modification.
Mostacho
Posts: 54
Joined: 2016-07-18 16:01

Tips for destroying deployables

Post by Mostacho »

There is trend going on the server i usually play at, that on insurgency maps, the ins team uses roadblocks and other deployables to lock the entrances of the caches, and keep digging it back while the Blufor tries to destroy it

It usually works best when the cache is underground, where you can place the roadblock in a certain manner that the enemy team cant go trought it or kill the people behind it, and just keep digging it

Once i was playing as Blufor and we tried to destroy a roadblock that was completely covering the entrance of a cache on fallujah, we managed to clear the whole area and use a large C4 and AT4 at the same time, all that while the bradley was firing both cannon and coaxial on it, even that didnt managed to destroy it because there were a few pp behind it digging it

The only practical way that i found to over come that shit, is to drop a supply near and keep spawning a FOB or any other deployables around it so it end up bugging and killing the guys trying to dig it.

I wanted to know if your guys know a way to destroy that shit while there people digging it that i am not aware of.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: Tips for destroying deployables

Post by Jabil_One »

Call in area attack.

I had onetime on fallujah the situation, where the ammocache spawned in one of the rooms of the hospital basement. Ins guys did the same what you described. C4 blow up but they still digged it.
Blufor lost more than 100 tickets only to open the sealed basement.

The trick was to get the attention of all breachers, ordering them to drop the first charge at the same time and the 2nd directly after the first block.

End of story :

4 Breachers and 1 Engineer was needed to kill the guys behind the roadblock. The four c4 charges blow up at same time collapsed the roadblock - the final BigBlock from the engineer destroyed the rest.

It is important to do much damage as possible in same/short time.
Mostacho
Posts: 54
Joined: 2016-07-18 16:01

Re: Tips for destroying deployables

Post by Mostacho »

Jabil_One wrote:Call in area attack.

4 Breachers and 1 Engineer was needed to kill the guys behind the roadblock. The four c4 charges blow up at same time collapsed the roadblock - the final BigBlock from the engineer destroyed the rest.

It is important to do much damage as possible in same/short time.
I can confirm that area attacks of any sort doesn't work if they are digging it up

I already tried a few things in game, like i said, using bradley to torn down the roadblock to its "foundation" state where it doesn't have much hp and keep it that way,then placing a large c4 waiting it explode to fire a AT4 at the same time... it didnt worked

Don't know about 4 breachers and an engineer though...It may have a higher DPS than what i described, bud it will be a pain in the *** to test it out, are you sure that there were at least 4p digging that roadblack at the exact moment that the c4s exploded???

That is the problem, ppl seen to be puting a weight or tape on their mouses and leaving it there digging nonstop the whole fucking game

i found that if there is enough people digging, it seems to be no practical way to do enough damage to destroy it, must be something related on how emplacements Hp works
Last edited by Mostacho on 2017-09-20 20:04, edited 1 time in total.
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: Tips for destroying deployables

Post by Lugi »

Mostacho wrote:There is trend going on the server i usually play at, that on insurgency maps, the ins team uses roadblocks and other deployables to lock the entrances of the caches, and keep digging it back while the Blufor tries to destroy it
I agree, this seems to be one of the most toxic and dumb game mechanics right now. Easy fix would be to increase damage on engi's C4 to completely take it down in one explosion.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: Tips for destroying deployables

Post by Jabil_One »

Don't know about 4 breachers and an engineer though...It may have a higher DPS than what i described, bud it will be a pain in the *** to test it out, are you sure that there were at least 4p digging that roadblack at the exact moment that the c4s exploded???
Sure, we heared the deathscreams and the shovel sound stopped.

We lost maybe 50 people through teamkills because first breacher dropped C$, 10 seconds 2nd Breacher placed C4 and died by first C4, bouncing grenades etc and so on and all in this small tunnel.

I'm sure the INS guys had atleast 25 Minutes their fun by watching the TK messages.

Classical Clusterfuck
Mostacho
Posts: 54
Joined: 2016-07-18 16:01

Re: Tips for destroying deployables

Post by Mostacho »

Jabil_One wrote:Sure, we heared the deathscreams and the shovel sound stopped.

Classical Clusterfuck
I see, so you guys managed to kill them some how
Lugi wrote:I agree, this seems to be one of the most toxic and dumb game mechanics right now. .
Same felling here, the worst part is that people are really proud of doing that and still make fun of you for complaining

i mean come on.....a tactic in which all you have to do is to put a tape to keep your left mouse button down it's ridiculous....
LimitJK
Posts: 104
Joined: 2016-02-06 21:25

Re: Tips for destroying deployables

Post by LimitJK »

shotguns should be given the ability back to destroy barricades.

it was a little too op but barely anyone used it when it was still possible.

maybe adjust it so 2 c4 and half a dozen shotgun shots destroy a barricade.
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AlonTavor
PR:BF2 Developer
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Joined: 2009-08-10 18:58

Re: Tips for destroying deployables

Post by AlonTavor »

I agree, its a terrible tactic. Thinking of solutions.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Tips for destroying deployables

Post by viirusiiseli »

I don't know the pain since I've never met a cache defense that was organized enough to pull this off but:

The only solution IMO is to make the big C4 entirely remove the roadblock, or any other structure like a FOB. Also increase the damage a small C4 pack does, but not to the point of the big charge. Possibly even increase 25/30/40mm damage from vehicles against roadblocks.

If you have the time to set up a big C4 charge on a FOB, it should be removed at once. FOBs and their assets are too strong already.

Other solutions like slowing down the digging won't work because it's already super slow.

If you make them harder to deploy inside tunnels etc, you will have problems in other places with it being difficult to deploy.
Swaggzor
Posts: 115
Joined: 2011-02-10 20:47

Re: Tips for destroying deployables

Post by Swaggzor »

How about making the deployables 'deploy' later than they do now?

So afaik after shoveling the fob/roadblock whatever to 2 blocks of health it will appear. How about making roadblocks fully appear only after the last block of health is added? That way if the first c4 goes down and partially destroys the deployable structure, even if 5/6 guys are shoveling it it will take some time for it to come back up. So there is more time to throw grenades over / shoot the guys. At this time it would destroy the roadblock but almost instantly it would come back up because it only requires the 5/6 guys to shovel untill the 2nd block of health.
*NwA* SwaggerNL
LEGIYA
Posts: 160
Joined: 2017-07-04 23:02

Re: Tips for destroying deployables

Post by LEGIYA »

Lugi wrote:I agree, this seems to be one of the most toxic and dumb game mechanics right now. Easy fix would be to increase damage on engi's C4 to completely take it down in one explosion.
Theres nothing dumber then apc in smoke using unrealistic tactic and unrealistic thermals -.-
AlonTavor
PR:BF2 Developer
Posts: 2991
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Re: Tips for destroying deployables

Post by AlonTavor »

Swaggzor wrote:How about making the deployables 'deploy' later than they do now?

So afaik after shoveling the fob/roadblock whatever to 2 blocks of health it will appear. How about making roadblocks fully appear only after the last block of health is added? That way if the first c4 goes down and partially destroys the deployable structure, even if 5/6 guys are shoveling it it will take some time for it to come back up. So there is more time to throw grenades over / shoot the guys. At this time it would destroy the roadblock but almost instantly it would come back up because it only requires the 5/6 guys to shovel untill the 2nd block of health.
Blocks show the part of the "Positive" health out of maximum positive health, so if you see any block, it has to be non-wreck. but that's just the interface, who cares.

Trying to remember if there's an engine """feature""" with damage sources where a single source of damage can only bring it to 0 HP and not the negative HP where it would take longer to shovel. Can't remember where i heard it.
If that's the case, we have an event for when these things go from Alive->Wreck, could just set their HP to -400 when they go wreck. This might also help with enemies instantly re-shoveling a tow you just destroyed, but could be annoying if you stop shoveling for a second (deployables start with -5 health).
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: Tips for destroying deployables

Post by Lugi »

Swaggzor wrote:How about making the deployables 'deploy' later than they do now?

So afaik after shoveling the fob/roadblock whatever to 2 blocks of health it will appear. How about making roadblocks fully appear only after the last block of health is added? That way if the first c4 goes down and partially destroys the deployable structure, even if 5/6 guys are shoveling it it will take some time for it to come back up. So there is more time to throw grenades over / shoot the guys. At this time it would destroy the roadblock but almost instantly it would come back up because it only requires the 5/6 guys to shovel untill the 2nd block of health.
Actually it wouldn't help in any way, as even in a "wreck" state such barricade is fully blocking a narrow path, like the one in hospital basement on fallujah.
LEGIYA wrote:Theres nothing dumber then apc in smoke using unrealistic tactic and unrealistic thermals -.-
When you have any unrealistic tactic that is used in-game and not in the real life you gotta think about why does this happen, what particular differences between game and life make it so.
LEGIYA
Posts: 160
Joined: 2017-07-04 23:02

Re: Tips for destroying deployables

Post by LEGIYA »

Funny how you say that,but devs are trying to make it realistic as possible xD
Swaggzor
Posts: 115
Joined: 2011-02-10 20:47

Re: Tips for destroying deployables

Post by Swaggzor »

[R-DEV]AlonTavor wrote:Blocks show the part of the "Positive" health out of maximum positive health, so if you see any block, it has to be non-wreck. but that's just the interface, who cares.

Trying to remember if there's an engine """feature""" with damage sources where a single source of damage can only bring it to 0 HP and not the negative HP where it would take longer to shovel. Can't remember where i heard it.
If that's the case, we have an event for when these things go from Alive->Wreck, could just set their HP to -400 when they go wreck. This might also help with enemies instantly re-shoveling a tow you just destroyed, but could be annoying if you stop shoveling for a second (deployables start with -5 health).
I understand, I kind of missaid what I meant to say. Any block means it's non wreck. So what if the deployable only goes non wreck after 2/3 blocks? This would mean shoveling longer before it turns into non-wreck, i.e. there is more time to shoot the guys who are shoveling the roadblock after it went wreck from the c4.
*NwA* SwaggerNL
Mostacho
Posts: 54
Joined: 2016-07-18 16:01

Re: Tips for destroying deployables

Post by Mostacho »

I guess there is no way to do enough damage then, it is just the way deployables work

Some times there is a little gap over the roadblock where you can throw granades or spawn HE shells if it is outside to kill the abusive faggots digging it

bud if they manage to completely close the entrance, depending on the building you guys can do this:
Mostacho wrote: The only practical way that i found to over come that shit, is to drop a supply near and keep spawning a FOB or any other deployables around it so it end up bugging and killing the guys trying to dig it.
.
If the cache is inside a building where there is not enough space to set a deployable behind the roadblock, not even that will do

To me this is just clearly an exploit, maybe the servers should ban this "tactic" untill it is solved

Definitely something the devs should take a look at
AlonTavor
PR:BF2 Developer
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Re: Tips for destroying deployables

Post by AlonTavor »

You shouldn't be able to deploy any assets next to enemies, that won't work.
FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: Tips for destroying deployables

Post by FlyingR »

Is it possible to limit the number of shovels shoveling an asset? For example, only 7 people can shovel a FOB, so if the FOB "registers" more than 7 shovels, it will ignore/dismiss the 8th shovel.

So for barricades, it could be that max 3 people (or x number) would be able to shovel it. This would result in not shovel spamming the barricades.

You wouldn't have to change the shoveling speed, weapon damage, etc. The only problem I would see to this is being time-consuming to implement compared to increasing C4 damage.
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Tips for destroying deployables

Post by AlonTavor »

Not possible.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: Tips for destroying deployables

Post by Jabil_One »

I see, so you guys managed to kill them some how
Ok, we placed also the c4 charges on top of the roadblock next to the wall where the INS guys shoveled.
I believe the 4 C4 charges damageblast got through the wall/roadblock and killed them somehow. 1 C4 alone only injures them and the INS Medic behind the shovels healed them up. 4 charges / same time was enough to kill them instantly. No medic alive who could heal/revive.
Trying to remember if there's an engine """feature""" with damage sources where a single source of damage can only bring it to 0 HP
My first mind would be editing the damaging material (c4) and the defending material (roadblock). Finding the exact values shouldn't be difficult to get it exactly down to zero HP.

Or you thinking about a tweakfile?
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