Area Attacks Larger

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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Area Attacks Larger

Post by Redamare »

J dams are a Fine Single Explosion tactic but the problem with Artillary strikes are that .... Once one artillary strikes Every one runs away and the attack continues for 30 seconds after that .. there are just the same explosions in the same general 20 meter circle and its a little un effective... Artillary strikes should have a larger attack radius and drop 2 shells at a time on the area attack.
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

re: Area Attacks Larger

Post by LtSoucy »

Its a JDAM, its not made to be a nuke, there made to, limit destruction of the area.
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Flanker15
Posts: 266
Joined: 2007-02-23 09:37

re: Area Attacks Larger

Post by Flanker15 »

Ya might want to read his post again.
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

re: Area Attacks Larger

Post by CodeRedFox »

yeah LtSoucy you missed the comment. :-P
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Galliruler
Posts: 108
Joined: 2008-10-14 13:20

re: Area Attacks Larger

Post by Galliruler »

Maybe do a Daisy Cutter?

Like, it's a bomb, floating on a parachute, and it lets loose a HUGE explosion.

And I mean, who actually would hear it? It's the perfect thing! :P
Zeppelin35
Posts: 191
Joined: 2008-01-13 02:55

Re: Area Attacks Larger

Post by Zeppelin35 »

There just need to be more area attacks as well as making the current ones more lethal. I have never been killed by an area attack and have only seen less than a dozen in the 100's of hours I've played PR. These days conventional armies use area attacks like arty frequently and I don't feel this is represented well in PR. If the US ever went to war with China I'm sure they'd be dropping arty shells on their troops like crazy and vise versa.
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Area Attacks Larger

Post by Solid Knight »

Just make the fire rate faster. Half the people survive the artillery barrage since they can just walk out of it. It's there's only two cannons firing or something.
xatu miller
Posts: 431
Joined: 2008-05-01 12:38

Re: Area Attacks Larger

Post by xatu miller »

Daisy cutters aren't in service for some time now.

Yea the "firing rate" for the artillery need to be increased or have like 2 shells impacting the radius at the same time.

IMO i also think the JDAM need a muuucchhh biger explosion radius. I was standing about 50 meteres from the point of impact and didn't get a scratch. Shrapnel any one?


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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Area Attacks Larger

Post by Cassius »

I think artillery is fne in 0.85. If it is placed on top of you, you can run, but chances are good you will run into the next blast. Happened to me twice. Also you do not see the advantage. Jdam hits and kills and the survivors stay in place, Arti kills and the survivors are chased out of the cover running to be hunted down.

Also jdam is awesome now :) . We called one in on Barracuda once where a sizeable force was. After it hit we took the flag without a shot.

I guess the reason some maps have arti instead of Jdam is because in smaller maps where the enemy tends to be more clustered up, like fools road, they would be more lethal than on other maps.
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nathanator8811
Posts: 81
Joined: 2008-01-09 06:32

Re: Area Attacks Larger

Post by nathanator8811 »

As it is, Arty is more effective than JDAMs, unless being used against a tank.
Simply because with the JDAM, you get one big blast that knock all defenses down, incapacitates a couple of people, destroys any vehicle in a small radius and so on. But all those defenses can be shoveled back up, all those kills can be revived, so the only gain might be the killed vehicles.

With the arty, or mortars, you get multiple medium powered blasts. But these are more effective because the first blast might take a FB down, but the next one will make it disappear. A JDAM can be blocked by any little terrain variation, but the arty has an advantage in spread to overcome that.

So maybe make JDAMS kill people through walls, and increase the spread of the arty and mortar rounds.

Also, for information: with unguided munitions, and no special targeting systems, a radial accuracy of 50 meters to point of aim is considered good for stationary targets, with a radial accuracy of 250m for moving targets, to the best of my knowledge.
TheMedic
Posts: 15
Joined: 2009-01-24 17:01

Re: Area Attacks Larger

Post by TheMedic »

If anything, its the mortars that need attention. The mortars in the game are to much like artillery. They need to be smaller explosions spread out over a wider space over a long period of time say 2 minutes or so. As for JDAMs and Arty, their all good.
kingkoolkoobyak
Posts: 78
Joined: 2008-11-18 21:43

Re: Area Attacks Larger

Post by kingkoolkoobyak »



u see how long this strike lasts / how many shells and how frequent they fire?
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MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Re: Area Attacks Larger

Post by MadTommy »

Agree with OP.. i cant remember the last time i saw effective ARTY or JDAM. Always looks good but does f all. It needs to have more teeth.
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