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Re: PR Statistics / Useless Information

Posted: 2014-07-09 00:33
by redman0123
VIED's can be set off by a physical object bumping it in game. IE: a burning Humvee wreck gets bumped onto the VIED by a passing APC, and it will detonate the IED.

When placing defenses around a FOB, they will always deploy the direction you are looking. So if you are a mortar squad, and you need to set up mortars quick, make sure you are looking towards the first fire mission so you do not have to spend a bunch of time rotating and adjusting the mortars.

You can disassemble mortars and move them to another firebase.

You can speed up mortar rearms by dropping an empty rifleman kit and requesting another one.

Launching LATs or HATs into an occupied building IS a legit tactic.

Thin metal and wood walls/fences/cabins can be shot through.

Ricochets are simply a visual effect if I remember correctly.

Medics will heal all passengers in vehicle IF THE MEDIC IS NOT ON A GUN!

Medics can walk and heal at the same time.

If you drop your ammo bag as a rifleman, you can regain another ammo bag off the one you just dropped, as long as no one else mooches off it first!

Logi trucks have repair stations for vehicles such as tanks. Obvious but no one ever remembers in the heat of battle... ;)

Re: PR Statistics / Useless Information

Posted: 2014-07-09 00:36
by Danger_6
When I SL mortars I move my attack marker back and forward to get the exact range.

For instance, I first mark the position I want to hit. I then move the marker further away to see how accurate the distance is. If it takes a while to increase the range indicator by 50m then I know the original distance is accurate. If on the first move of the marker the range increases by 50m then I know the original distance is less accurate and I adjust the range to be closer to the extra 50m increment.

After a very short while of doing this you can get a feel of whether to increase or decrease your range by 10-50 metres.

P.S. To OP: No information is useless. When you first receive information it might appear pointless, but in time it may prove useful :) .


Extra info:

Logi truck repair stations rearm in the field automatically. You don't have to RTB to rearm them. I've come across a surprising amount of people who don't know this.

In AAS your team loses 30 tickets if the enemy captures your flag.

On INS the first cache is revealed after a certain amount of time. This means you can spend the time strong pointing cities without losing unnecessary tickets by entering densely populated areas at the start of the game. Use this time to set up a strong logistics network blufor.

If you have trouble building fobs or emplacements on hill sides try to look up the hill or lie prone parallel to the place you want to set it. Looking down from higher points is rarely successful.

Don't fire tank AP shells on the canvas part of logi trucks. It often does no damage to the vehicle.

All munitions and supplies are rearmed quicker from the small ammo crates and ammo bags. The big crates and half crates rearm you much slower, in spite of having a larger quantity of supplies.

If you become wounded (without becoming dead-dead) you still cost your team 1 ticket. If you go straight to dead-dead you lose 1 ticket. If you become wounded then become dead-dead you lose 2 tickets (one for each stage).

APC AP rounds can kill infantry, but have no splash damage. And yes, I have been in situations where I've had to resort to using them to kill HATs :D .

Re: PR Statistics / Useless Information

Posted: 2014-07-09 04:14
by Fir3w411
Mortar take 15-20 seconds to reach their target.

The grenadier is potentially a mobile mortar, I have killed infantry from distances with it, without visual contact, but with a range and maybe a spotter.

ATs need about 50m (I think) to effect a target. Any less it will bounce right off.

If you place an object in front of a mortar barrel, and you fire the mortar, it will explode the mortar shell, killing every one around (this has happened to helos dropping crates before)

I've heard that if you right click a Gary if it is in the air, it will drop a bomb. Not sure.

Snipers have bullet drop at 600+ meters (no clue how you estimate the mills amount or what ever)

Re: PR Statistics / Useless Information

Posted: 2014-07-09 04:23
by Psyrus
Fir3w411 wrote:ATs need about 50m (I think) to effect a target. Any less it will bounce right off.
But be careful, certain surface types (grass and light metal or something) do not adhere to this rule, and you can accidentally blow yourself up if your rocket clips one of these <50m from you. :?

Re: PR Statistics / Useless Information

Posted: 2014-07-09 12:02
by UTurista
Fir3w411 wrote:ATs need about 50m (I think) to effect a target. Any less it will bounce right off.
That't not 100% accurate. I can be wrong but this is how I think the BF2 engine works.

Each projectile has 2 components, explosion and "inertia", when firing to targets <50m the explosion will not happen but the damage by the inertia will.

For example you can kill APCs with Heavy AT 1m away but at the same distance, a tank will survive a hit that's usually one hit kill.

Another example, the AAVP-7 in CQB can't use the Mk.19 properly but the 40mm shells still brings a punch so in CQB against a vehicle, gunners should use both weapons.


Did you know that you can fire a guided HAT w/o scoping in? This is rather useful to kill those pesky CAS choppers flying fast.

Re: PR Statistics / Useless Information

Posted: 2014-07-09 13:05
by Rain08
O_turista_portugues wrote:That't not 100% accurate. I can be wrong but this is how I think the BF2 engine works.

Each projectile has 2 components, explosion and "inertia", when firing to targets <50m the explosion will not happen but the damage by the inertia will.

For example you can kill APCs with Heavy AT 1m away but at the same distance, a tank will survive a hit that's usually one hit kill.

Another example, the AAVP-7 in CQB can't use the Mk.19 properly but the 40mm shells still brings a punch so in CQB against a vehicle, gunners should use both weapons.
You're right apart from the inertia thing. BF2 can use two damage models: either by direct impact or by explosions. The key code is "ObjectTemplate.armingDelay x" (measured in seconds), you can set how long it should be and depending on the projectile velocity, the distance before being armed will vary. For example: Let's assume that a 40mm grenade has a delay of 0.5, and assuming that the velocity is 82 m/s, the grenade needs 41 meters before it can explode; if it hasn't reached that number the grenade can still do some damage (must be a direct hit to the target).

I sometimes use the GL as a door breaching weapon and probably can one-shot kill someone at close range.

Edit: I may be also wrong as Psyrus said, materials may affect the projectile.
PLODDITHANLEY wrote:Always heard it was from 600m but could be nonsense.
There's bullet drop in the game. I still have my old modded 1.029 version and I have increased the magnification on some weapons by a lot and made every round in the mag to fire a tracer. I tested this at "Bootcamp" on the 700 meter range.

Re: PR Statistics / Useless Information

Posted: 2014-07-09 13:22
by Murkey
Rain08 wrote: I sometimes use the GL as a door breaching weapon and probably can one-shot kill someone at close range.
How does the GL work for breaching i.e. how many hits does it take?

I can confirm that it kills infantry as an impact projectile. One hit, they go down. Sneaky :P

Cheers, Murkey.

Re: PR Statistics / Useless Information

Posted: 2014-07-09 13:37
by Rain08
Murkey wrote:How does the GL work for breaching i.e. how many hits does it take?

I can confirm that it kills infantry as an impact projectile. One hit, they go down. Sneaky :P

Cheers, Murkey.
You just need to hit the lock like with the shotgun. I haven't played PR for a while but AFAIK, only one is needed, I was only able to this this on a lock that has chains and with the cross pattern and a lock on the middle

Re: PR Statistics / Useless Information

Posted: 2014-07-09 13:42
by PatrickLA_CA
Ammo bags, ammo boxes etc. will last twice as long or maybe more if you stay about 1m away from them when rearming.

Re: PR Statistics / Useless Information

Posted: 2014-07-09 14:11
by UTurista
PatrickLA_CA wrote:Ammo bags, ammo boxes etc. will last twice as long or maybe more if you stay about 1m away from them when rearming.
Can you really confirm this?! Doesn't makes sense, seeing that the rearming system is by points: Ammo Bag is X, Clip is Y, Nades Z etc...

Re: PR Statistics / Useless Information

Posted: 2014-07-09 17:23
by Danger_6
PatrickLA_CA wrote:Ammo bags, ammo boxes etc. will last twice as long or maybe more if you stay about 1m away from them when rearming.
I don't believe that is true, but I am not 100% sure.

However, the following needs to become common practice in the game: People should request rifleman and rearm from the ammo bag provided from that kit instead of the crate itself. That way the crate lasts MUCH longer.

Re: PR Statistics / Useless Information

Posted: 2014-07-09 17:47
by PatrickLA_CA
Try it yourself, easiest to notice with hat/aa kit.

Count how many times you can rearm the rocket while standing close/on top of the bag, and about a meter or something more away from it.

Re: PR Statistics / Useless Information

Posted: 2014-07-09 17:57
by Spook
redman0123 wrote: Medics can walk and heal at the same time.

If you drop your ammo bag as a rifleman, you can regain another ammo bag off the one you just dropped, as long as no one else mooches off it first!
Medics do the heal animation while walking, but actually do not give you any health. You can walk for hours with a medic behind you healing and nothing will happen. Does not count for moving while being proned or crouched.

Not sure about the ammobag. It might work, but only if your inventory is not missing a single item/mag. Still not sure.
Danger_6 wrote: If you become wounded (without becoming dead-dead) you still cost your team 1 ticket. If you go straight to dead-dead you lose 1 ticket. If you become wounded then become dead-dead you lose 2 tickets (one for each stage).
Going dead-dead instantly costs your team 2 tickets aswell, not just one!
Fir3w411 wrote: ATs need about 50m (I think) to effect a target. Any less it will bounce right off.

I've heard that if you right click a Gary if it is in the air, it will drop a bomb. Not sure.

Snipers have bullet drop at 600+ meters (no clue how you estimate the mills amount or what ever)
Only goes for HATs.

The Gary detonates by dropping a jet-jdam underneath it, hence why you heard the bomb whistle everytime a Gary blew up in the past versions. Should still be the same functionality but they might have made the bomb invisible, since I have never seen it.

There is bullet drop for every single rifle ingame. You usually only notice it on snipers and marksmen though. It starts being noticable at 350-400m. If you want to hit a target above 400m you will already have to aim slightly above it. Hence why most people complain how they never manage to headshot people. Because they aim for the head but hit the torso instead.
Murkey wrote:How does the GL work for breaching i.e. how many hits does it take?
2 accurate rounds from very close distance for a lock or a gate. Does not work with wooden doors afaik.

Re: PR Statistics / Useless Information

Posted: 2014-07-09 22:28
by Death!
- You can deploy bridges from the front of the logi truck.

- If you drive fast enough over a mine, it won't hurt you (happened with me when using a bike at Vadso City)

- You can request officer kits from caches and hideouts if you are an insurgent SL

- Commander rally points lasts forever as normal SL rallies (if 2 large squares away from friendly flags or FOBs), it is also the easier way to win a skirmish game

- AKS-74u is really OP on CQB, you can fire long 5-7 rounds bursts with hell good accuracy up to 40-50m, you can just spray all your mag at point blank

- FN Fal is incredibly good on single fire mode

- Don't ever fire proned, it sucks and it is worse than firing standing (SPECIALLY with ATs!). Crouch all the time

Re: PR Statistics / Useless Information

Posted: 2014-07-09 23:15
by Danger_6
Death! wrote: - If you drive fast enough over a mine, it won't hurt you (happened with me when using a bike at Vadso City)

Are you recommending that we try to drive over mines quickly ;D!?

And thanks for the correction spook :) .

Re: PR Statistics / Useless Information

Posted: 2014-07-10 19:06
by RAWSwampFox
Good Afternoon,

As per Patrick, I can vouch for the ammo bag thing. I have gotten 2 HATS off of one ammo bag by standing a bit away from the bag. If you swallow up the bag, it disappears EXTREMELY fast without giving you a thing.

I timed it today, it takes 29 seconds to recharge stamina regardless of standing or prone.

Burning Sands -
Logi from the MEC main to the NW edge of city, 3 minutes
Logi from the Blufor main to the SE edge of city, 4.5 minutes

Crate sharing -

I have done this many times in Kashan. You can build 3 FOBS in the North Bunkers. Place your crates towards the center of the triangle. Look at the following:

north-north bunker - crate towards SW corner of bunker within 50 meters of the lobby where the FOB is placed.
guard tower between the 2 gates leading to the two south-north bunkers, place crate here.
place crate in middle or towards north side of west-north bunker and build fob in lobby within 50 meters of crate.
place crate in middle or towards north side of east-north bunker and build fob within meters of crate in garage.

Now with this setup, you can have 4 crates for 3 FOBS and build assets at each of them as long as your within 200 meters of the center crate. Reason, the center crate is within 200 meters of each of the 3 fobs.

Now you can do this with just two of the fobs as well. Make sure that the crates is within 50 meters of the FOB and set towards the other FOB that has its crate 50 meters towards you. Does this make sense? With this setup, you have two fobs that you can build assets at. For good measure, I always put a crate in the middle of both fobs to allow me to place assets far enough apart. You can have two TOWS but they must be at least 200+ from the other fob as well as 200+ from the other TOW.

-SwampFox

Re: PR Statistics / Useless Information

Posted: 2014-07-11 08:24
by Death!
SwampFox, you have been playing this **** way too much...

Re: PR Statistics / Useless Information

Posted: 2014-07-14 17:03
by RAWSwampFox
Good Morning,

It takes 25-26 shovels to build: TOW, HMG, AA, MORTAR

2 TOWS will bring a FOB down to the first level and the third one will destroy it completely.

-SwampFox

Re: PR Statistics / Useless Information

Posted: 2014-07-15 19:01
by Kerryburgerking
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
What it takes for the BMP-3 and Namer to kill each other at 600m on Bijar under perfect conditions.

Re: PR Statistics / Useless Information

Posted: 2014-07-15 21:42
by Danger_6
Kerry, I can't access those google docs! I think you need to make them public.

Thanks!