[0973] super gary
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tankninja1
- Posts: 962
- Joined: 2011-05-31 22:22
[0973] super gary
I was on CIA playing FAllujah and dumped 60AP and 5HE+100round of coax into the front of a gary, it survived and drove right up too me and killed me
No video as I don't keep recording programs running 24/7
Steps to reproduce: Who knows never seen this before
Fallujah West INS 64, CIA Hookers and Kokan
No video as I don't keep recording programs running 24/7
Steps to reproduce: Who knows never seen this before
Fallujah West INS 64, CIA Hookers and Kokan
Last edited by tankninja1 on 2012-05-19 15:50, edited 1 time in total.

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sharpie
- Posts: 1434
- Joined: 2009-11-08 03:41
Re: [0973] super gary
Proper post format, c'mon brother.
https://www.realitymod.com/forum/f26-pr ... -bugs.html
I'm going to assume it has something to do with hitboxes, maybe lag. Dunno.
https://www.realitymod.com/forum/f26-pr ... -bugs.html
I'm going to assume it has something to do with hitboxes, maybe lag. Dunno.
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PoisonBill
- Posts: 682
- Joined: 2010-10-11 14:25
Re: [0973] super gary
-map name
-game mode / layer
-server name (if not dedicated list as local)
-version number
Seems to be most important, imo.
-game mode / layer
-server name (if not dedicated list as local)
-version number
Seems to be most important, imo.

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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: [0973] super gary
Doubt it were that many rounds, but sometimes the dumptrucks have buggy hit detection. More than once have I hit a gary with a TOW from the Bradley and it didn't die.
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tankninja1
- Posts: 962
- Joined: 2011-05-31 22:22
Re: [0973] super gary
it was that many rounds he got stuck for a minute thats when i dumped most on the ammo into him, watched the ammo counter count down

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=HCM= Shwedor
- Posts: 432
- Joined: 2009-09-04 22:17
Re: [0973] super gary
I've been hit by a TOW, tank shell, AT4 and various small arms all in a single gary before. I just took all the hits for no damage and blew up the tank on Karbala. The TOW and tank round literally hit the windshield of the dumptruck and nada with the small arms being rather ineffectual.
shwedor
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [0973] super gary
So you are telling me you kept shooting at him for 5 straight minutes during a public game?tankninja1 wrote:it was that many rounds he got stuck for a minute thats when i dumped most on the ammo into him, watched the ammo counter count down
Seems like A) You are either exaggerating, B) You are tripping

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[508th_PIR] Grey
- Posts: 313
- Joined: 2011-09-12 02:31
Re: [0973] super gary
I killed a Gary last weekend with just a few rounds of HE from the Warrior, but a DShK techie took ~12 rounds and kept on rolling. AP from now on, I guess.
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: [0973] super gary
Regardless of whether or not he is exaggerating, the Gary already takes a ridiculous amount of shots to take down. An HE round to the windscreen would penetrate obliterate the occupants without question.
This is ignoring the silly concept that is the Gary anyway, a dump truck laden with two 2000lb'ers driving around rural farmland Kokan is unrealistic by its very nature. But if its insisted that it remain then some balancing has to happen both to its physics (floats across the terrain) and its hitbox/damage modifiers.
This is ignoring the silly concept that is the Gary anyway, a dump truck laden with two 2000lb'ers driving around rural farmland Kokan is unrealistic by its very nature. But if its insisted that it remain then some balancing has to happen both to its physics (floats across the terrain) and its hitbox/damage modifiers.
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mockingbird0901
- Posts: 1053
- Joined: 2009-05-13 17:30
Re: [0973] super gary
Where are you getting 5 minutes from?CroCop wrote:So you are telling me you kept shooting at him for 5 straight minutes during a public game?
Seems like A) You are either exaggerating, B) You are tripping
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tankninja1
- Posts: 962
- Joined: 2011-05-31 22:22
Re: [0973] super gary
Bradly main gun fires at about 200rpm and i was shooting at it for about 1-1:30 minutes, as I saw him a mile out and he got stuck several times

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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [0973] super gary
IIRC there is a 7 second reload after each shot. 60 * 7 gives us 420 seconds. So actually I kinda downplayed the actual time needed to fire 60 AP rounds and switch to HE to fire additional 5.

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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: [0973] super gary
Thank you for the feedback.
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billysmall44
- Posts: 160
- Joined: 2011-07-23 20:05
Re: [0973] super gary
I noticed this before. I usually shoot the bejesus out of the ground around it with HE. Sometimes the splash KO's the driver. But this doesn't seem legit. All that ammo going into a gary has got to do something. Whatevs. Lag, or L33t hacks. I agree the gary is a bit buggy none the less.
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Sgt. Mahi
- Posts: 984
- Joined: 2008-03-27 07:44
Re: [0973] super gary
Yeah yeah and sometimes you have to put 3 rpg shots in a tank for it to go down. Life is hard!
Nerf the Gary if you must but please don't make it too weak to do anything with it. Insurgents are already nerfed too much IMO.
Nerf the Gary if you must but please don't make it too weak to do anything with it. Insurgents are already nerfed too much IMO.
Peace is that brief glorious moment in history when everybody stands around reloading
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: [0973] super gary
Yesterday on Kokan my squad hit 2 different Garys with the TOW emplacement and they survived. The first needed a second TOW hit to die and 20 minutes later when another came it got hit with the TOW and once more kept going. This also happened with the Bradley's TOW in the past and with the Abrams' cannon aswell.
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Truism
- Posts: 1189
- Joined: 2008-07-27 13:52
Re: [0973] super gary
DTACS telling it like it is.dtacs wrote:Regardless of whether or not he is exaggerating, the Gary already takes a ridiculous amount of shots to take down. An HE round to the windscreen would penetrate obliterate the occupants without question.
This is ignoring the silly concept that is the Gary anyway, a dump truck laden with two 2000lb'ers driving around rural farmland Kokan is unrealistic by its very nature. But if its insisted that it remain then some balancing has to happen both to its physics (floats across the terrain) and its hitbox/damage modifiers.
Yeh, there have been box trucks filled with thousands of kilos of explosives used in Iraq and Afghanistan (and Oklahoma), but they're really not common enough to be written into the game as the Insurgent's only reasonable counter to armour. The fact that they were introduced into this role necessitated giving them incredibly unrealistic armour that contributes to bugs like the one OP posted (though almost certainly this was primarily caused by BF2's borderline farcical hit detection).
I will hijack this thread if I go much further, but the bottom line is that if Insurgency were designed properly, the Insurgents wouldn't need a kinetic counter to armour to effectively deal with it. When Insurgency starts being something other than Operation Phantom Fury in a half dozen colour palettes and terrain sets, having armoured suicide MOABs roaming the streets won't be necessary.
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