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Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 14:33
by Rudd
BTW, will the feedback and suggestion sections remain locked for another 2 weeks? xD
for a little while, but I doubt for very long

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 15:37
by Souls Of Mischief
'[R-DEV wrote:Jaymz;1648775']The acceleration changes to them were reverted, so they don't dip as ridiculously as they do in 0.96 anymore.

The damage changes against modern APC's/IFV's are like so (excludes things like the M113 and BTR-60),

0.96 and previous versions

1 x PG-7 round = Heavily damaged, possibly tracked or turret disabled
2 x PG-7 rounds = Destroyed

0.97

1 x PG-7 round = Damaged, still combat effective. Unlikely to be tracked or have turret disabled.
2 x PG-7 rounds = Heavily Damaged, possibly tracked or turret disabled
3 x PG-7 rounds = Destroyed

This applies only to the standard PG-7 projectile. The tandem warhead is unaffected.

Though still not quite realistic (certain ones can take lots of hits without sustaining any significant damage, irl) it's a much better representation than what we have now.
Is it intended for Puma to take 9 RPG's to the front or 6 RPG's to the side and only then catch on fire? Tested it on local and LOL'ed epicly :D Didn't test how many shots it takes to the rear.

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 16:02
by Jaymz
Souls Of Mischief wrote:Is it intended for Puma to take 9 RPG's to the front or 6 RPG's to the side and only then catch on fire? Tested it on local and LOL'ed epicly :D Didn't test how many shots it takes to the rear.
The Puma uses a different armour system to all other modern APC/IFV's in-game. With the level 3 protection package (which is what [R-DEV]Kaijleor modelled it with) it is considered to be the most protected IFV in the world (rivalled only by the IDF's Namer, which is literally built on tank chassis) and it weighs about 40 tonnes. We wanted to reflect that in-game.

We accept that the Marder would have been more appropriate as far as Lashkar Valley is concerned, but the Puma is what was made, so be it.

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 16:07
by Souls Of Mischief
That explains it, heared about the Pumas armor being quite strong few months ago. Thanks for the clarification! Now I know what I'm going to do on Lashkar :D

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 16:55
by ShockUnitBlack
I really like the improved APC survivability. In general I feel vehicles aren't as big a threat on the battlefield as they should be, mostly because they're too vulnerable to AT weapons.

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 17:04
by Foxxy
ShockUnitBlack wrote:I really like the improved APC survivability. In general I feel vehicles aren't as big a threat on the battlefield as they should be, mostly because they're too vulnerable to AT weapons.

Which is why infantry should screen the APCS from the front to eliminate any Anti Tank threats. But the problem with that is that not many squads actually do that :-|

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 17:04
by ghostfool84
Increased efficiency of medic resuscitate
What does that exactly mean?

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 17:33
by goguapsy
[R-DEV]Rudd wrote:because very few things are 100% perfect when they are put ingame, theres usually something wrong, a texture inconsistency, a sound, a misalignment or whatever.

its pretty nice that even this small sound is given the appropriate attention :P
Oh okay. I was wondering why did they even link the sound to the gun in the first place.

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 17:37
by Jorgee!
'[R-DEV wrote:AncientMan;1647971']
Project Reality: BF2 v0.97 Features

Materials
  • Decreased 70mm unguided rocket explosion damage vs caches by a significant amount
  • Decreased ATGM/TOW explosion damage vs caches by 75%
  • Decreased 5.56mm damage vs scout heli armor by 50%
  • Decreased 7.62mm damage vs scout heli armor by 25%
Not sure if it's like "Reality"......

When you hitt a building with a war helicopter, doesn't all inside get destroyed?

A TOW missile or ATGM is very powerful too....

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 17:43
by BloodyDeed
ghostfool84 wrote:What does that exactly mean?
The hands will push corpses a little bit further so you will be able to push players better out of objects.

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 18:03
by MADsqirrel
Thank you for the awesome work with the Panzerfaust 3! Its perfect now, like RL( I am shooting the Panzerfaust in RL from time to time)
Excellent work!

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 18:10
by Stealthgato
Jorgee! wrote:Not sure if it's like "Reality"......

When you hitt a building with a war helicopter, doesn't all inside get destroyed?

A TOW missile or ATGM is very powerful too....
Gameplay.

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 18:34
by DizzyBala
Nice one!

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 19:02
by Bringerof_D
evya wrote:Wait what -Fixed Burning Sands balance issues to address the horde of Challenger 2s
Now I've barely played burning sands, but how many challengers are there?
if i recall correctly the brits started with 4 challengers in .96

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 19:08
by Jorgee!
Stealthgato wrote:Gameplay.
Yes but pages before a DEV was talking about Reality on how much RPG hits an APC can take without being disabled....

So, its like reality for USA / NATO and gameplay for OPFOR...... so some get favoured where the others don't

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 19:13
by Rissien
Insurgents get 2 rpgs per cache, plus any at main, not hard to kill apcs with. Wheres caches, people have been still using whatever method they could find to kill caches at range from saftey, theyve already done it once before.

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 19:14
by Jaymz
Jorgee! wrote: When you hitt a building with a war helicopter, doesn't all inside get destroyed?
Stealthgato wrote:Gameplay.
That change is done to counteract an issue with the BF2 engine.

Basically, any weapon with an explosion radius (like a 70mm rocket fired from a helicopter) will deal damage to any vehicle/static within it's explosion radius regardless of how much cover it's in. So 70mm rockets were able to damage a cache even if it was behind 10 meters of reinforced concrete. This change prevents that.

There is also, as mentioned, gameplay reasons. The whole idea is that BLUFOR searches for, and assaults/clears, cache positions so that infantry can dispose of them. The challenge for BLUFOR is to move in and have to deal with the multitude of different threats the insurgents pose in close ranges. Being able to destroy caches in a stand-off manner neglects this.

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 19:21
by billysmall44
Image
i love UPDATES

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 21:55
by Ahzrukhal
This is what needed to be done! Good Job, I am looking forward to this :)

Re: PR: BF2 v0.97 Features List

Posted: 2011-08-22 22:56
by bessert
'[R-DEV wrote:Jaymz;1649047']The Puma uses a different armour system to all other modern APC/IFV's in-game. With the level 3 protection package (which is what [R-DEV]Kaijleor modelled it with) it is considered to be the most protected IFV in the world (rivalled only by the IDF's Namer, which is literally built on tank chassis) and it weighs about 40 tonnes. We wanted to reflect that in-game.

We accept that the Marder would have been more appropriate as far as Lashkar Valley is concerned, but the Puma is what was made, so be it.
I don't get it really . Why it is always realism for BLUFOR and gameplay for INS ? I've tested it as well and yeah , it took 10 RPG-7 rounds to destroy it .