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Re: .95 Armor

Posted: 2011-03-09 15:45
by Rudd
actually Knight, humvees etc easily avoid damage if you just don't hold down W when a bump or hole is coming, which makes sense, hit a bump at high speed and you're vehicle will get hurt...

tanks etc, I don't generally find the same problems as you do unless I'm driving in a place like the kashan mountain...which again isn't a tank friendly area.
the Abrams is probably half dead before im to the first post
lets not say silly things please, the only way this is the case is if you are destroying every single destroyable building in north village by ramming it en route to wherever you're going.

Feedback isn't served by hyperbole.

Re: .95 Armor

Posted: 2011-03-09 16:19
by Tim270
I have had the same problem quite a few times on Gaza and a few other maps. The beach is really the only viable route to move up a Namer/tank to avoid mines on the road and not go through the city yet the terrain there does damage to the tank. Now this is a beach, made of sand that is dealing damage to a Namer/Merk trying to traverse it.

I have actually had a few blow up there trying to RTB after being hit by a few RPGs. I even tried using my joystick (throttle) to go as slow as possible but still ended up dying. I mean my Tank was probably really near death (not on fire) but it seems a little extreme that tanks take so much damage from terrain.

Re: .95 Armor

Posted: 2011-03-09 17:11
by KnightFandragon
[R-DEV]Rudd wrote:actually Knight, humvees etc easily avoid damage if you just don't hold down W when a bump or hole is coming, which makes sense, hit a bump at high speed and you're vehicle will get hurt...
Is the sign of taking damage in a vehicle when the screen goes slightly dark then lightens back up again? I do slow down when I go over hills and holes and stuff but still get damaged a little lolz. I'll figure it out haha

Re: .95 Armor

Posted: 2011-03-22 23:30
by Hunt3r
Things for PR2 that are probably key:
  • Realistic gearing, suspension, and handling behavior, currently it feels like armor is just far too fast over any terrain besides roads.
  • Proper gunnery system and FLIR.
  • Realistic modeling of stabilization
  • Modeling of ready rack/hull ammo storage (The Abrams only has 17 rounds that can be immediately loaded within 4-5 seconds, the rest are all in the hull and each round takes 20-30 seconds to haul up to the ready rack.)
  • Realistic damage systems
  • 4km view distance possible on maps.
  • Correct ballistics, reticles, etc.
Mostly because almost all of this is hardcoded for PR: BF2, but I'd just like to see these eventually.

Re: .95 Armor

Posted: 2011-03-22 23:51
by Rudd
yet you post them in a PR BF2 feedback thread, how odd

Re: .95 Armor

Posted: 2011-03-23 00:25
by sharpie
Damnit, Hunter.
Go back to sleep.

On a more serious note, hunter PR2 is probably a long way off soo... :D

Re: .95 Armor

Posted: 2011-03-23 01:05
by Hunt3r
Mostly because I'd really love to see it in PR: BF2, but... once again, it's not doable.

Re: .95 Armor

Posted: 2011-03-23 01:18
by sharpie
i know.
JUST JOSHIN' WITH YA

(no pun intended...=#...)